@Fuzo thanks for that update. Very appreciated. Is there any chance of a good Most track in the nearest future from your team?
Well, Most track is very tricky. There already is an AC version of Most, which is build from the same source as rfactor 2 version from Digga so if I did it we would have 2 same tracks and I don't see point in it. And second thing is that I know that @Patrik Marek is working on better, more accurate and recent version. I wonder in what state it is now@Fuzo thanks for that update. Very appreciated. Is there any chance of a good Most track in the nearest future from your team?
Ok, and yes, I know from Patrik´s work, too. The current rf1 conversion we got is very poor so thats why I asked directly.Well, Most track is very tricky. There already is an AC version of Most, which is build from the same source as rfactor 2 version from Digga so if I did it we would have 2 same tracks and I don't see point in it. And second thing is that I know that @Patrik Marek is working on better, more accurate and recent version. I wonder in what state it is now
Ok, and yes, I know from Patrik´s work, too. The current rf1 conversion we got is very poor so thats why I asked directly.
Do you think you may add a club version of Oschersleben, too (remove the barriers after turn 4) since the layout seems already to be there?
same question hereSorry but how can I install vao patch? May I put them files on CM loaded folder?
thx for your reply...it workedjust put them into main track folder and it should work
Fixes and updates in 1.4:
- added new "club" layout
- improved basic camera sets
- fixed road mesh names and issues with default track limits
- improved some materials around the track
- fixed flickering meshes around the track
- added shader patch config
Awesome course, but I was hoping for an AI improvement. They're really quite slow around the club course (just did a little session with the new SR3 that's been released by Shaun Clarke). Using that same car at Oulton Park (a mod course) or Brands Hatch (a kunos course), I get my ass handed to me, heheh, but at Oschersleben, I am apparently a racing god.
Cheers, I think a wheel might go a long way in improving the line. As it is, the course is fantastic for multiplayer and hotlapping...and I could probably make things more interesting by cranking the ai difficulty up a little higher than usual. I know there's a way to generate a new ai line, and I'd like to give it a shot...I could at least improve it a little I think, but I dont understand how the ai line files get put together exactly. As I recall, there's an in-game utility I can use to retrace the fastlane.ai, but I might also need to retrace the track boundaries on both sides in order to get that to work, unless there's a .csv reference file for the track boundary that I could use. I've tried it once before, but tracing that track boundary is so tedious...really easy to screw it up, then you have to start all over again, oi.
Just a small update with fixed track limits, because people did not like the version with strict limits... now kerbs should be valid again.
- reworked trees to Y shape
- added the barrier to chicane to prevent cutting
- reduced height of collision mesh for plastic columns along the track
- added some new features to CSP config
Thank you for this nice track. It looks really good.
I would like to use it but it just won't work with AI for me: it seems that every lap some AI smash right into the tyre wall barrier at the chicane. This makes races impossible against AI.
I removed the chicane_fix.kn5 from the folder but it made no difference.
Is there a way of getting rid of that tyre wall? It's a pity - I can't use this track because of it.