The Tajo Hillclimb

Tracks The Tajo Hillclimb 1.2

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Progress Update.

Fixed many of fps issues... lost many of 3D Trees...
New pit box and roundabout for 2 way traffic. (Itcars ;) )
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Working in road bumps for ia clean drive.
To do...
ia and cameras, finally!
 
Rafa Sanchez updated The Tajo Hillclimb with a new update entry:

VERSION 1.1 04/06/17

VERSION 1.1 25/04/2017

CHANGELOG:
* Improved performance!! uff...
* Added HD road mesh (700k tris)
* Fixed some bumps for ai clean drive
* New and improved Signals
* New collision models
* New pitbox
* Audio reverb sources
* Set of track cameras (my first time...)
* Ai line
* Track map

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Donationware track addons:

* Traffic mod with random start in 2 directions (36 cars)
+ Track cameras
+ Ai_Hints
*...

Read the rest of this update entry...
 
Was going to leave a review of 4 stars ,
But decided to write here instead ,
This is only the 2nd track I have downloaded in almost 2 years ,
I only run official tracks ,

But this track must be the worst optimized track on RD ,
The performance is shocking , the car and the track is just bouncing and flickering like crazy ,
AI Lines are so bad the driver keeps crashing ,
And dont even ask about drawcalls :D,

Official tracks are like 2.5M Tri ,
What count is this ?
 
Made a donation, got the link but the file asks me for a password you didn't send.
EDIT: thanks, got it
 
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One of the most beautiful tracks available. Working great on my i3570k + GTX970 combo (a few dips in frames every now and then on replays, but steady 60 from the cockpit !) Only problem is I can't get a lap-time, timer keeps going once you reach the finish line...
 
Ok, tested it, and performance is a bit weird. The DIP number is low, under 2000 (which afaik is quite good for mod tracks), CPU % is under 30%, but I still got 40 fps max (in Practice mode I'm at least at 60 fps normally). I took a peak into the main kn5 file and noticed that the main model file is extraordinarily big. I compared to a few other tracks, and even the file of the Targa Florio beta (72km of circuit) I have is smaller - which is like 10000% the map size. So I guess you have way too much polygon detail in the huge terrain surrounding the track that takes a big hit on the GPU.
 
why are 2 layouts with only 1pit?
also, guardrails are like wall, why do you wreck the car on the guard rails?
and another thing, the ffb on the wheel vibrates through all the road, much more than any other track, it feels weird, but that it's not a big problem, but when you hit a guard rail the vibration is strong.
It would be nice a free road, with no "wrong way" sign, like original version
 
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performance much improved, still a couple of areas with slow downs but they pass pretty quick. the traffic version is awesome, although note the AI is racing, you'll need to turn them down or put them in a slower vehicle if you want more of the normal speed traffic effect. Just diced it up online with a few good drivers and it was a hoot. Thank you for a great update!
 
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