hello guy, the problem if I add more pits, there are big drops in fps,,, for the moment I'm working on other projects, I'm letting sebring take a little break, it will come later, thank you very much
Very good and desserves respect for a scratch made free track. For those who find the road too bright there is a temporary (permanent?) fix. Go to SteamLibrary\steamapps\common\assettocorsa\extension\config\tracks\loaded
Open the circuit_sebring2021.ini file and change the line LIT_MULT value to 0.4 , the default is 1 and it's too bright.
There's something wrong with light sources, and it seems like there are hundreds of ER vehicles parked by the track. Really distracting and I couldn't make myself finish even one lap.
put on sunglasses ôô ! and learn the track , it should be good after
I think this is a good solution , that's what i would do!
thank you a lot, have fun
Its a good track, and you can tell a lot of effort went into it, but its a case of "this would be the best version, if you haven't tried the reboot teams sebring"
overall its a good track mod, but i would have to say the reboot teams sebring has a better feel to it, and looks more authentic. but if you only get your mods from RD then this version is perfectly acceptable
Track is fun but I've noticed a couple of issues when racing here:
1. The blue tyre wall on the exit of T1 has no collisions and the car can just go straight through it.
2. There seems to be no track limits at all on the concrete between T15 & 16, I can understand on the outside of 16 as cars always run wide there, but you can pretty much just straight line T15 it seems into 16 and get away with it.
3. Sometimes the tyre seems to clip through the T1 exit kerb which can cause spins once the tyre gets pushed up ontop of it, this seems to be pretty minor though but I thought it was worth mentioning as it's what lead to me discovering point #1.
I can provide proof of all 3 of these points if required, as they coincidentally all happened in the same race but #1 & #2 can be easily replicated. Sebring's an awesome track though so it's great to have a working version for AC.
so sorry that I can't give this a good review, which i hate to do but for me it is just too white, the entire view seem just so over exposed. Additionally when I drop a wheel off track (which is much too often I admit) there is a lack of feel and particularly a lack of visual kick up.
hello, for the road which is too clear, it is that you use csp
lower the exposure to 30% / 40% , I am taking a break on sebring for the moment, I will take care of this little update soon , thank you
the track is very good. much better layout than your previous one. but there are still some of issues with this version
-the concrete is pretty much flat. which isn't the case IRL. even though you can't reproduce the exact bumps without a laserscan, you can still add some on the main and back straights and a nasty bump right on the trajectory of Sunset Bend
-the AI line is quite wonky. they stay in the middle of the track until they come in the braking zone, which they suddenly veer to the racing line. also, when the AI goes to pit, they usually clip the inside wall of Sunset Bend, making chaos along the way
otherwise, good job and looking forward to this one. can you make a version with 40+ pits?
thank you, yes for the next update I will take care of these fixes, bump additions, some 3d objects fix, but for the 40 pits I tested ,,,, there are too many prob cpu 99% crach game , that's why I stayed at 30 pit, sorry, for the "ai" I have no problems ??
for the moment I'm taking a break on sebring, I took another of my old tracks, it will appeal to a lot of people,
I'm coming back soon for sebring's corections, thank you again very nice