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This is an absolute joke... Im not even the creator and find this extremely insulting.
Agreed. And the first section was horrible for overtaking in F1 cars since it was flat-out with a short and bended braking zone right after the previous corner. The current variation allows for at least 1 proper overtaking spot in every racing discipline, so I have no idea how it's any worse.Totally agree.
IMO Kyalami is now in it's best configuration since 1988, when the track was changed to the anti-clockwise layout. Between 1994 and 2009 was the worst layout, when they put in the chicane to try and slow down the pit entry speeds
I've noticed one issue I'm getting which I get with a few other mod tracks: the painted white lines (not the kerbs) that run along the edges of the track can't have shadows cast on them. I think it's cos they're actually above the imprint of the shadow. It's noticeable when a cars in front go over one of these white lines.
Fresh install here and I can confirm that the IA doesn't leave the pits in weekend mode
Working on an update that will be out later today that will address most, hopefully all, of the pit issues.
Thanks for your ideas.They seem to receive shadows just fine to me?
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Unless you mean only the fake ambient shadows that follow cars around, in which case that shouldn't be limited to just mod tracks - kunos use the same technique for their painted lines, ie being a separate mesh.
Thanks for the feedback. I hope you can look at it.The white lines are a separate mesh that sits on top of the road mesh.
If its too close we get z fighting, which will give you flickering on the lines at a distance in front of the car.
So shadow is a lesser of the two evils.
Bu there could be a sweet spot that allows shadows without z-fighting...
Something I can add to the wishlist.
Ha ha very cool!Did a few track-themed balloons: