GREAT WORK ITS A 10
My update counting skills failed me this morning so this is the correct number, not backwards.
In city I added a few visuals and changed the red/white tarmac edge to black/white, looks more neutral.
In video there is a 2 lap race with full pack of GP Legends, 30 total cars on the grid, so my frame rate went well below 60 at times. Still fun and chaotic though.
Lollipop guy/pitbox scale and rotation fixed. Finally.
I just found out that last updates might have no wall collisions in Favelas. Fixed it.
And cut out some trees and created garages in pit area.View attachment 280287 View attachment 280288
My personal feedback, feel free to ignore..!
I don't normally comment in such detail but from a personal perspective I feel there are several things holding this track back.
I know it's a fantasy track but that doesn't mean it can't be grounded in reality. This is why Polyphony are widely acknowledged as the masters of fantasy tracks - they are always believable and could be real circuits. Maybe this isn't something that's of importance to you with this track though, maybe you just wanted to let your imagination run wild?
As others have said, the trees right next to the track when you've just driven through a section with them (correctly) behind barriers is a little jarring and certainly not FIA-friendly.
The short favela section feels misplaced, like it's just put there for the sake of it. It makes sense in FM7's Rio circuit but seems shoe-horned in here.
The chicane is too brutal for me and ruins any flow.
Some visual things:
The moire effect on the LED billboards is a visual nightmare in VR so I tried them in 2D and it was still very distracting.I'm not a fan of the blue/green colour scheme. Maybe it's too bright and 'clinical' at the moment and could be toned down or have dirt/skidmarks added but there's a phrase 'blue and green should never be seen'.
The distance markers look a little small and hard to read in VR at speed.
It looks odd having a bank of green spring trees then a bank of gold autumn trees.
I think maybe you've tried to cram too much into one track. It feels claustrophobic somehow, which is weird for a long track. I think if a little restraint was shown then the track would be all the better for it. Less is more.
It's also very stop-start without much flow or much opportunity to open the car up. I was surprised to read that you like driving F1 cars around it - I much prefer smaller, slower cars like Minis or FIAT 500s around it where the lower speeds seem more appropriate to the layout and width.
Edit: man, that sounded grouchy but it wasn't the intention. I do enjoy the track and am thankful to you for sharing it but some things are limiting that enjoyment at the moment. These are purely my own comments and entirely subjective based on my own personal preferences. At the end of the day it's your track and you can can do what you jolly well like with it.
Thanks for the reply.Thank you for your feedback! This is exactly what I need, because when making such complicated things it's easy for artists not to see what's in front of them. Or some things are just put in there with a thought of finishing later.
On your points.
As I mentioned before to one of the reviewers, trees next to track was my intention from the beginning to create a rally-like place. It is, after all, a fantasy track, supposedly built around old road section. And I myself am having fun watching AI crashing into those trees with GP Legends mod, punishing them for pushing too much. That corner with a kerb next to trees will not be removed/changed. Sorry
Chicane. I am still having the same thoughts about it being too brutal, and at one point I was thinking about creating another hairpin before it, so you could have a layout that skips it and smoothly goes to the oval. That still could be done, making total of 8 layouts to this track.
BUT. My intention with this track was to force myself to drive better, and that hard brake-chicane was one of the things I need to practice. No other place on track makes you bring the car to almost a complete stop, and often I find myself overshooting the chicane. I need to train my braking style and brake points.
LED. Could you upload a footage of you playing in VR? I only use single 2560x1080 screen and have no idea how they look in VR. I can tone the brightness down, but the texture has that small black grid over it to look like a real LED screen.
Distance markers will be increased in size, thank you for pointing that out. I use 32 degree FOV, so for me they seemed ok, I didn't want to make them large like a truck.
Blue/green scheme can be toned down. I guess I made the textures bright and cartoony on purpose when I started working on it because original AC tracks seemed too grey, dead and looked like grass is rotting everywhere. Hence my enthusiasm with bright colors.
In general, I am now in a phase of cutting the trees out and simplifying the landscape. Orange trees was one of the first textures I found and it looked like it's a kind of tree that is orange/green in summer. I can swap it.
Favelas were planned to be a lot larger area, like they are located all around the wall of the city. But that would require a lot more models, time and is not realistic in terms of framerate I think. Even now I get some stutters. So I left them as a small part that is abandoned and the track just passes through them, as if it's built after that.
If you read my initial description, you know that I personally am more of a hotlapper. I made the track narrower, with many objects close to track to make me feel the speed. When the track became driveable I really enjoyed hotlapping it with F1. Of course, races with F1 are like Monaco. But I don't see Monaco Grand Prix being cancelled. Just my opinion.
Anyway, thank you very much for constructive criticism, I will keep it in mind when continuing the project. As I have heard them say, the best things are created together.
EDIT:
I'm starting to think I will add a hairpin before that chicane, so you can have a choice to skip the chicane. You are not the first that tells me the chicane kills the flow. Of course, that will take me a few of my weekends.
Thanks for the reply.
Taking a video in VR won't be possible I'm afraid but if there is a black grid over the LED billboards then it's likely that will cause a Moiré effect at a lot of different resolutions. You can't see it yourself when driving in 2D?
Thanks for the reply.
Taking a video in VR won't be possible I'm afraid but if there is a black grid over the LED billboards then it's likely that will cause a Moiré effect at a lot of different resolutions. You can't see it yourself when driving in 2D?
Monaco Grand Prix won't be cancelled any time soon, but by the same token there's no way it would be sanctioned today if someone suggested it as a new venue. It's a prestigious location and the jewel in F1's crown, but it is not a great place to encourage actual racing.
I look forward to your updates - cheers!
After several complaints about chicane killing the flow I'm putting in a hairpin before it, so now you can skip it. Only 1 layout for now, AI is not working. It is for Sprint layout, called Sprint B.
* 1 Extra layout, no AI.
* Blue/Green concrete texture on runoffs toned down.
* Distance marker size increased by 100%.
No kerbs yet on the new hairpin, after 10 laps I still don't know how to correctly approach the corner - lots of understeer and it's...
View attachment 280716 View attachment 280717 View attachment 280718
There you go! 8 layouts total + AI on new ones.
B layout versions mean you can go through new hairpin and skip chicane.
This is enough content to race till Christmas (maybe not).
Recently I've been enjoying races with GP Legends mod, since track is really narrow. But generally it's because I originally made it for myself as hot-lapping track.
I hope to see some online races some day, too.
View attachment 283746
Next updates will come monthly.
There is some new things, and some improvements. Expect lap times to get better with added kerbs and concrete tiles behind kerbs in Favelas. New kerbs in Turn 1, cars with less grip are more forgiving now.
*All TV cameras have been improved, now the flow is better. They are all following now, no statics. Static and cinematic sets will be added after 1.0.
* Reverb zones added to all tunnels and...
If anyone still plays this abomination, here is track light update.
View attachment 297422 View attachment 297423 View attachment 297424 View attachment 297425 View attachment 297426
* Custom load screens
* Sol extension files
Visual stuff:
* Rock models in mountain part
* New color scheme
* Graffiti on tarmac in Favelas
* New set of following cameras for Full Layout
* Some track light improvements
Thanks, I didn't know about this.I noticed some video screens, with implementation of Stereo's STflow shader you could animate them.