Tracks Italotracks payware thread - Napoli 1934-57 released

While waiting for the finishing touches, check out this wonderful magazine article from November 2001, awesome insight to the history & track and a very nice primer for Italotracks incredible coming release !


That's a great article, thanks for posting! A couple of minor details aren't quite correct, but on the whole it's an excellent piece! :)
 
Even calling it a "work in progress", it still looks wonderful, and so much more complete than anything I've seen up to this point. That's quite a job, and to think, it'll only get better from here.

I can definitely appreciate wanting to do something smaller/less involved after Pescara. I guess, at a glance, maybe my pick of the shorter, old Italian street circuits might be the 1935 variant of Parco Valentino, Torino. It's just so smooth and organic in its shape, and probably still a fair challenge in the cars of the day, or even F1 cars of the '50s and perhaps the '60s as well, when we're talking sims.

Of the circuits I can recall you mentioning that you have on your list to do, probably the one I'm most looking forward to seeing a proper rendering of is Montenero (Livorno with the mountain loop). From the very crude version in F1 Challenge, it looks like some sections of that could be one heck of a roller-coaster ride. It also puts me somewhat in mind of the Gavea circuit in Brazil.

And if there's another Italian circuit I'm particularly curious about seeing done well, it might be Tre Fontane, Roma. I know as well, aside from the on-paper outline, that that part of the city isn't flat.

Also regarding Tre Fontane, it's kind of interesting how there are a number of what are largely considered to be very good circuits from that era that belong to the "8-mile club": "classic" Le Mans (1932-67); "classic" Old Spa (1947-78); Mellaha Lake, Tripoli; and Lobethal (South Australia).
 
Even calling it a "work in progress", it still looks wonderful, and so much more complete than anything I've seen up to this point. That's quite a job, and to think, it'll only get better from here.

I can definitely appreciate wanting to do something smaller/less involved after Pescara. I guess, at a glance, maybe my pick of the shorter, old Italian street circuits might be the 1935 variant of Parco Valentino, Torino. It's just so smooth and organic in its shape, and probably still a fair challenge in the cars of the day, or even F1 cars of the '50s and perhaps the '60s as well, when we're talking sims.

Of the circuits I can recall you mentioning that you have on your list to do, probably the one I'm most looking forward to seeing a proper rendering of is Montenero (Livorno with the mountain loop). From the very crude version in F1 Challenge, it looks like some sections of that could be one heck of a roller-coaster ride. It also puts me somewhat in mind of the Gavea circuit in Brazil.

And if there's another Italian circuit I'm particularly curious about seeing done well, it might be Tre Fontane, Roma. I know as well, aside from the on-paper outline, that that part of the city isn't flat.

Also regarding Tre Fontane, it's kind of interesting how there are a number of what are largely considered to be very good circuits from that era that belong to the "8-mile club": "classic" Le Mans (1932-67); "classic" Old Spa (1947-78); Mellaha Lake, Tripoli; and Lobethal (South Australia).

Hi there, sorry it's been a while since you posted on my youtube video, and I said I would provide a bit more information over here.
Regarding the pre war early layout... as I mentioned previously turn 3 was markedly different compared to the later, post war variant that I have reference material for..
coppa_acerb.jpg


Forgive my MS Paint skills, below is an image of the more modern layout in blue, and where the early variant should be in orange, as you can see, there are no existing roads that remotely follow that section. That is why I have decided not to do the 'Coppa Acerbo' version, along with the missing chicanes that I can't exactly reasonably replicate. When the changeover in turn 3 configuration was I do not know. Lastly is a photo of Pescara being bombed during WW2, with the first three turns marked as they still were in 1957, and to this day.

1957.jpg


Bombardamento_pescara annot.png


As I mentioned at YT, according to the book 'The Last Road Race' - ¨The town itself had barely changed since the end of the 19th century. It had escaped bombing and shelling, but barely a dozen years after the end of the Second World War some abandoned buildings still showed signs of hand-to-hand combat¨
It's an excellent book, but with regard to this detail the reality was very different, around 80% of buildings were damaged - thousands were killed and many more left homeless.
 
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Hi there, sorry it's been a while since you posted on my youtube video, and I said I would provide a bit more information over here.
Regarding the pre war early layout... as I mentioned previously turn 3 was markedly different compared to the later, post war variant that I have reference material for..
View attachment 765501

Forgive my MS Paint skills, below is an image of the more modern layout in blue, and where the early variant should be in orange, as you can see, there are no existing roads that remotely follow that section. That is why I have decided not to do the 'Coppa Acerbo' version, along with the missing chicanes that I can't exactly reasonably replicate. When the changeover in turn 3 configuration was I do not know. Lastly is a photo of Pescara being bombed during WW2, with the first three turns marked as they still were in 1957, and to this day.

View attachment 765517

View attachment 765518

As I mentioned at YT, according to the book 'The Last Road Race' - ¨The town itself had barely changed since the end of the 19th century. It had escaped bombing and shelling, but barely a dozen years after the end of the Second World War some abandoned buildings still showed signs of hand-to-hand combat¨
It's an excellent book, but with regard to this detail the reality was very different, around 80% of buildings were damaged - thousands were killed and many more left homeless.
You're fine. I've been sidetracked myself.

Yeah, that is definitely quite a difference over that part of the circuit. Eyeballing can be a bit deceptive, but it seems like the pre-War version was probably somewhat shorter.

And that area to the right of the course by and past T3 doesn't look flat as it is, let alone when it was perhaps even less developed before the War. (Also thinking of how Central Park shows just how not-flat Manhattan Island actually once was.)

A few of the features on the larger-scale map look rather exaggerated (the double-loop at T3 and the double-hairpin at Cappelle).

I'll see if maybe I can find some lap times that might shed light on when any more of the changes took place, assuming it wasn't just one of those things where T3 was in the new configuration from the get-go after the War.

Could you mark on the circuit map roughly where the 2 extra chicanes were located?

Kind of surreal and definitely a very specific moment in time in that photo of the bombing.

Thanks for the added info and visuals to help paint a clearer picture of things.
 
You're fine. I've been sidetracked myself.

Yeah, that is definitely quite a difference over that part of the circuit. Eyeballing can be a bit deceptive, but it seems like the pre-War version was probably somewhat shorter.

And that area to the right of the course by and past T3 doesn't look flat as it is, let alone when it was perhaps even less developed before the War. (Also thinking of how Central Park shows just how not-flat Manhattan Island actually once was.)

A few of the features on the larger-scale map look rather exaggerated (the double-loop at T3 and the double-hairpin at Cappelle).

I'll see if maybe I can find some lap times that might shed light on when any more of the changes took place, assuming it wasn't just one of those things where T3 was in the new configuration from the get-go after the War.

Could you mark on the circuit map roughly where the 2 extra chicanes were located?

Kind of surreal and definitely a very specific moment in time in that photo of the bombing.

Thanks for the added info and visuals to help paint a clearer picture of things.

Sorry for the delay in replying, I took the following photo of a page from the book "Il Circuito di Pescara"
You can see the chicanes marked on the two long straights, but the drawing itself doesn't give much information at all, it's next to no use whatsoever.

book.jpg
 
It's alright. It was kind of crazy on my end here for a few weeks, so I was otherwise engaged anyway.

Well, like I said, I was really just wondering where around the lap they were, so you've answered that.

It makes the times the GP/Voiturette cars turned from the later '30s all the more impressive.

It may not be the most conclusive as tor the form of the corners, but I think I noted in a previous comment that there's video of the 1937 race that appears to show 1 of those chicanes at least.

Anyway, thanks for the info/clarification, and I'll look forward to future updates on the mod itself.
 
Wow, this track really is incredible :D An absolute work of art, and you can see & feel the immense effort that has gone into its digital creation - very special and huge fun in the older historic cars. I did some laps in the AC version, 1967 Formula cars and the Alfa Romeo T72 and it was a blast, such fun.

Pescara has some very challenging windy sections at speed, both uphill & downhill plus several super fast straights. It's a wild ride, plenty of bumpy sections which feel good in the motion sim. Beware of the black & white high kerbs as they are brutal ! :confused:

Definitely a buy now, especially for those of us who love the historic stuff :thumbsup: I do look forward to a review, hopefully by Jake of Gp Laps.
 
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Thank you for bringing this track to Sim Racing!
It must've taken nearly 1000's of hours to complete it.
I followed your updates regularly and couldn't wait to finally try it out.
The Lotus 25 for example, feels good around the track and is fun.

But when I tried it, there were immediately some things that were bugging me about it/made me feel a bit disappointed.

First thing I noticed are the 2D trees. They are a lot of them (Some floating, but that's ok for this big track).
Noticed the only 3D tree near the end of my first lap. I wish there would be more of them, especially near the track. Those 2D trees kinda ruin the immersion for me, and the 3D one gives the track just such a great atmosphere.

The other thing I noticed immediately, that most bollards near the track have no collider. Which is a shame.
I took a look at the performance, to see if it had something to do with that, but no, the performance is awesome, so there's room to improve.

What I also noticed was a general washed out look, but to be fair that was part of the ppfilter i used (Naturalmod Photomode). With the "pure" ppfilter the track looks much more vibrant.

Another point that reduces the fun is the roadmesh. In general, it feels low resolution aka you feel steps in the road, especially in the mountain sector. The bumps in general feel nice, I just wish they have more triangles.
The tire marks feel a bit too much for me, like theres too many of them and they don't look all to great

Cars in the pitboxes to the front are a bit too much to the right. Their wheel can get clipped. Not the end of the world, but giving a noticeable negative impression of the track.

One model that doesn't look so great are the, I think decagon shaped poles. You can see the subdivisions very clearly, and that's not great to look at, for me at least. On many of them, the normals catapult you back onto the track.

The buildings and most other models look really great, on the other hand, imo. Especially the start-finish area.
I really like the details like the tricolore banners in the city.
I also like that you can't really fall off the track once you outbreak yourself for example (didn't try every opportunity, but haven't encountered it yet). The huge amount of pitboxes is also amazing. The lack of them is the biggest downside of Napoli, your previous track.

Though the shading/lighting could be improved (Don't know how much can be changed). The buildings look great in general, but I think they could look better with different shading.
Some textures look flat, while others have depth and look great.

I think the track has great potential, but is still rough around the edges. It feels a bit empty, though understandable.
Currently, a 3.5/5 for me.
The 6$ are understandable, due to the immense amount of time invested, but other than that; it's hard to find arguments that justify the price tag.
I don't know what of the things I noticed, cannot be changed, due to restrictions in the other sims, but I hope the track will be further improved in the future.

Maybe I see some things a bit too harsh, but this is my honest opinion about the track.
 
Naturally now that we're all enjoying Pescara, I have to ask what track are your thoughts turning to next? Syracuse? Something smaller like Caserta?

Hi Emery :)
My roadmap was to include San Remo and eventually Livorno and proceed from there. Sales of Pescara have until now been rather slow sadly, and if it turns out that I can't generate sufficient interest recreating the longest F1 track of all time, which has been on people's wishlists for years, then it wouldn't bode at all well for future projects, especially with AC2 on the horizon. As it is now, it's around £0.32 earnt per hour spent, before deductions and expenses - so not really a lucrative affair! :roflmao:
I'll work on an update of Napoli for rF2, and correct a couple of things with Pescara, and see how the next month pans out with sales etc.
I'll keep you all updated with any plans for future works :)
 
Hi Emery :)
My roadmap was to include San Remo and eventually Livorno and proceed from there. Sales of Pescara have until now been rather slow sadly, and if it turns out that I can't generate sufficient interest recreating the longest F1 track of all time, which has been on people's wishlists for years, then it wouldn't bode at all well for future projects, especially with AC2 on the horizon. As it is now, it's around £0.32 earnt per hour spent, before deductions and expenses - so not really a lucrative affair! :roflmao:
I'll work on an update of Napoli for rF2, and correct a couple of things with Pescara, and see how the next month pans out with sales etc.
I'll keep you all updated with any plans for future works :)
go at assetto corsa groups on Facebook, post hot laps on your circuits, when the people ask you for the tracks, send them the link at your page. DON'T SAY TO THOSE TRACKS ARE YOURS.
 
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Thank you for bringing this track to Sim Racing!
It must've taken nearly 1000's of hours to complete it.
I followed your updates regularly and couldn't wait to finally try it out.
The Lotus 25 for example, feels good around the track and is fun.

But when I tried it, there were immediately some things that were bugging me about it/made me feel a bit disappointed.

First thing I noticed are the 2D trees. They are a lot of them (Some floating, but that's ok for this big track).
Noticed the only 3D tree near the end of my first lap. I wish there would be more of them, especially near the track. Those 2D trees kinda ruin the immersion for me, and the 3D one gives the track just such a great atmosphere.

The other thing I noticed immediately, that most bollards near the track have no collider. Which is a shame.
I took a look at the performance, to see if it had something to do with that, but no, the performance is awesome, so there's room to improve.

What I also noticed was a general washed out look, but to be fair that was part of the ppfilter i used (Naturalmod Photomode). With the "pure" ppfilter the track looks much more vibrant.

Another point that reduces the fun is the roadmesh. In general, it feels low resolution aka you feel steps in the road, especially in the mountain sector. The bumps in general feel nice, I just wish they have more triangles.
The tire marks feel a bit too much for me, like theres too many of them and they don't look all to great

Cars in the pitboxes to the front are a bit too much to the right. Their wheel can get clipped. Not the end of the world, but giving a noticeable negative impression of the track.

One model that doesn't look so great are the, I think decagon shaped poles. You can see the subdivisions very clearly, and that's not great to look at, for me at least. On many of them, the normals catapult you back onto the track.

The buildings and most other models look really great, on the other hand, imo. Especially the start-finish area.
I really like the details like the tricolore banners in the city.
I also like that you can't really fall off the track once you outbreak yourself for example (didn't try every opportunity, but haven't encountered it yet). The huge amount of pitboxes is also amazing. The lack of them is the biggest downside of Napoli, your previous track.

Though the shading/lighting could be improved (Don't know how much can be changed). The buildings look great in general, but I think they could look better with different shading.
Some textures look flat, while others have depth and look great.

I think the track has great potential, but is still rough around the edges. It feels a bit empty, though understandable.
Currently, a 3.5/5 for me.
The 6$ are understandable, due to the immense amount of time invested, but other than that; it's hard to find arguments that justify the price tag.
I don't know what of the things I noticed, cannot be changed, due to restrictions in the other sims, but I hope the track will be further improved in the future.

Maybe I see some things a bit too harsh, but this is my honest opinion about the track.

Thanks for your feedback, and sorry for your disappointment!
I've already replied by PM, but I'll briefly answer/explain a few things here raised in your post.

-It was around 5000 hours, since April 2021, and since August 2023 full time.

-3D trees - yes they look better than 2D ones and I'm sorry if that takes away the immersion for you. I had making the track for 3 sims in mind, and as there are 12000 at a conservative estimate, and each one being 500 polys minimum to look half decent, that's a lot of polygons.
It would have meant redoing all the trees for AC, or adding CSP trees, and I didn't do so.

-Bollards. I was strongly advised by a tester that with collisions (both for sole bollards and the fences made with planks in between) activated it would be pretty dangerous for drivers using DD wheels. There are several hundred of the things, too many to make moveable, and too punitive to have them end your race or that of the AI if hitting one. There's a lot to crash into as it is, I thought that was perhaps the best design choice.

-pp filters I haven't experimented with too much, you can make AC look like the surface of the sun or the base of a coal mine, and everything in-between. I went with textures that hopefully don't leave it looking too bright or dark using more normal pp filters.

-Decagon shaped poles, before I exported to AC I thought I had smoothed everything, if the normals aren't smoothed for those objects then it didn't work for those and I'll have a look at them. If you're on track and hit a pole I guess you'll maybe most likely bounce back towards the track?

- Road mesh - resolution changes around the track, but there's nothing bigger than 1m by 1m in the twisty bits IIRC. I took the LiDAR data, photogrammetric data and used it to generate the mesh with perhaps a 'raw' unsmoothed result, rather than taking a set cross section and lofting it and adding in fake bumps etc. There are lots of compressions/crests which perhaps feel longer and therefore lower res?

- I will look at the pitboxes, Napoli it was impossible to put many more in, there was nowhere I could physically put them.

-There is some weird stuff going on with a few buildings, ones with arches that have normalmaps, they look fine in AMS and rF2, and with ksperpixel shader, but add in a normal map and there are black triangles where I chamfered the arches, even though it responds to light direction fine in kseditor. Those buildings would need redoing entirely, just to take a normalmap, time constraints meant it was easier just to change the shader, but yes, some lack depth.

I'm aware that the track has some things that aren't optimal, and I had to make some compromises just to get some things to work across the three sims, or to streamline the process. I'm sorry the end result wasn't what you had hoped for.

Regards,
Giuseppe.
 
As it is now, it's around £0.32 earnt per hour spent, before deductions and expenses - so not really a lucrative affair! :roflmao:
I'll work on an update of Napoli for rF2, and correct a couple of things with Pescara, and see how the
That is sad to hear. Not to start another rant but, I feel the simracing community has changed.
Many choose quantity over quality, and there are soo many badly made mods out there, that projects like yours get overlooked.
Clearly you are very passionate about your work, and having spent many hours at Napoli, Pescara was a no- brainer for me (as was Reims, @Sergio Loro ;)).

On another note: Maybe I got it wrong, but has there been an Update for Pescara? I did not recieve an e- mail or something?
 

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