Hi all,
Just wanted to let everyone know that I've released V1.2, which is available for anyone who's bought the track over on sellfy (you'll need your original download link from the email when you first purchased the track - if you can't find it, just let me know the email address associated with your purchase and I can get your link for you).
For some reason though, I can't seem to update the resource here on racedepartment to upload V1.2 - I'll do so if and when I can.
During the lockdown and with some time on my hands, I noticed that my track had several really annoying - namely that the AI kept running out of fuel, the rolling start didn't work at all and the cones and distance markers were flashing at night! - Of course, I just had to fix all of these issues.
Here's the change log for V1.2:
- Fixed AI not being able to pit properly and refuel (WP connections in pits now all correct)
- Fixed rolling start issue where cars would go to 0,0,0 (WP connections for grids positions now all correct)
- Fixed rolling start issue where cars would all start in a centre line inside of each other (teleport spot needed to be after the final grid position)
- Shading improvements for flag, fences (pit and safety), rocks, bridge (arch and walls), walls, some tents, and some buildings (using set to face vertex normals)
- Minor improvement to armcos material (specular adjustments)
- Fixed tower banner (no longer behind railings on one side)
- Fixed transparent inner control tower material (concrete material now double-sided)
- Adjusted colour settings for big tree (less dark now)
- Fixed billboard shadow issues (separated face and no shadow cast for structure - only face)
- Improved nightlighting (more lights around pit area + adjusted intensities)
- Fixed flashing cones + distance markers at night (incorrect pivot points fixed)
- Adjusted all main ("FASTEST") AI lines (except GP)
- Added "LOW_DOWNFORCE_FAST" AI racing line to each track (except GP versions) for low downforce cars [primarily designed for road cars and similar - not optimised for historics]
- Added "LMP_FAST" AI racing line to 24 and International versions for LMP cars
- Added RCD file to each track layout (except GP versions) to determine which cars use which racing line (default line is "FASTEST" which is intended for GT3 cars still)
From my testing the AI are definitely better behaved but also slower it seems unfortunately - creating AI lines that are good for different cars is still a real dark art to me! The track definitely looks better though.
V1.2 is definitely the last update in terms of the track itself - it's possible i'll find time to update the AI in the future but that will be the only thing as my licenses for maya and 3ds max have expired.
Let me know what you think and hope you enjoy!
Cheers,
Leighton
Just wanted to let everyone know that I've released V1.2, which is available for anyone who's bought the track over on sellfy (you'll need your original download link from the email when you first purchased the track - if you can't find it, just let me know the email address associated with your purchase and I can get your link for you).
For some reason though, I can't seem to update the resource here on racedepartment to upload V1.2 - I'll do so if and when I can.
During the lockdown and with some time on my hands, I noticed that my track had several really annoying - namely that the AI kept running out of fuel, the rolling start didn't work at all and the cones and distance markers were flashing at night! - Of course, I just had to fix all of these issues.
Here's the change log for V1.2:
- Fixed AI not being able to pit properly and refuel (WP connections in pits now all correct)
- Fixed rolling start issue where cars would go to 0,0,0 (WP connections for grids positions now all correct)
- Fixed rolling start issue where cars would all start in a centre line inside of each other (teleport spot needed to be after the final grid position)
- Shading improvements for flag, fences (pit and safety), rocks, bridge (arch and walls), walls, some tents, and some buildings (using set to face vertex normals)
- Minor improvement to armcos material (specular adjustments)
- Fixed tower banner (no longer behind railings on one side)
- Fixed transparent inner control tower material (concrete material now double-sided)
- Adjusted colour settings for big tree (less dark now)
- Fixed billboard shadow issues (separated face and no shadow cast for structure - only face)
- Improved nightlighting (more lights around pit area + adjusted intensities)
- Fixed flashing cones + distance markers at night (incorrect pivot points fixed)
- Adjusted all main ("FASTEST") AI lines (except GP)
- Added "LOW_DOWNFORCE_FAST" AI racing line to each track (except GP versions) for low downforce cars [primarily designed for road cars and similar - not optimised for historics]
- Added "LMP_FAST" AI racing line to 24 and International versions for LMP cars
- Added RCD file to each track layout (except GP versions) to determine which cars use which racing line (default line is "FASTEST" which is intended for GT3 cars still)
From my testing the AI are definitely better behaved but also slower it seems unfortunately - creating AI lines that are good for different cars is still a real dark art to me! The track definitely looks better though.
V1.2 is definitely the last update in terms of the track itself - it's possible i'll find time to update the AI in the future but that will be the only thing as my licenses for maya and 3ds max have expired.
Let me know what you think and hope you enjoy!
Cheers,
Leighton