Road America

Tracks Road America 1.0

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As a fellow track maker, I create my tracks to look right to me on my PC using Vanilla AC with Kunos' Natural filter. That is my standard that I work to on every track. As has been already stated, with so many possible variations in setups there is no 'standard' - only what looks right or pleases the creator. I think that's fair and reasonable.

Great work on this track, btw lads - I absolutely love the animations!
 
  • Deleted member 197115

Maybe stop using shitty filters and the problem will go away..
It comes packaged with SOL from SOL creator, i.e. is the best technical match for the mod itself, I have compared it to others and still like it the best for the look and performance in VR, so what exactly makes it shitty in your view.
If anything it's a baseline for SOL users.
 
I've just had a good chance to drive and race on this track properly. It is pretty much perfect. Such a pleasure to drive on!
Thank you.

I've noticed a small problem with AI (or a kerb): I've been racing with a grid of RSS's GT1 cars (Ferrucio, Lanzo etc). What I just experienced was that on almost every race start at the first corner, one of the AI would clip the kerb in such a way that the AI would crash quite badly. I then re-started the race (about 8 times) until the AI could smoothly get past the first corner. I wonder if the AI needs a tweak or if there is a bit of a ridge or bump on that first corner that is causing the cars to crash/lose control.

I had a perfect race after that though. :)
 
I had a few of the RSS cars get stuck in the grass after going off track through the Carousel. Not sure if it was due to running mixed class with the GTN cars or just a flaw in the AC ai.

Love the track, ran a bunch of races on the iracing version and this feels spot on with it. (while looking so much better). Just noticed that the marshals are animated, what kind of CSP witchcraft is this?
 
I had a few of the RSS cars get stuck in the grass after going off track through the Carousel. Not sure if it was due to running mixed class with the GTN cars or just a flaw in the AC ai.

Love the track, ran a bunch of races on the iracing version and this feels spot on with it. (while looking so much better). Just noticed that the marshals are animated, what kind of CSP witchcraft is this?
how can you run it without getting the race cancelled error from content manager? i have latest stable CSP and Sol and i get it every goddamn time
 
@Mascot Will you be producing a set of North American balloons? I though I read you were going to produce some for Willow.

This track could certainly use some.

I added your balloon fiesta set to this, and I also added it to Deep Forest, which looks incredible when you round the corner and head up to pass by the river on the left. With the default coordinates, they suddenly appear as you leave the trees. It's very dramatic.
 
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@Mascot Will you be producing a set of North American balloons? I though I read you were going to produce some for Willow.

This track could certainly use some.

I added your balloon fiesta set to this, and I also added it to Deep Forest, which looks incredible when you round the corner and head up to pass by the river on the left. With the default coordinates, they suddenly appear as you leave the trees. It's very dramatic.

I added your flag update to my install of this version (0.91). Worked great.
Flag code was added already for 0.91
 
I tend to agree. It's not that I'm pathologically against balloons in principle... but I've been walking the earth for 41 years and I can probably count the number of days I've seen a hot air balloon on my fingers. Seeing a dozen of them at every venue in every session in every weather at every time of day is too much.

Nothing breaks immersion like a giant black hot air balloon looming 50' above the ground at 4am in a thunderstorm at LAC, and yet there they are. :(
 
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