Hi!
Congratulations on your work! I really liked the whole set: aesthetics and functionality – really the AIW is well built, yes! Surely, you are quite talented and, above all, capricious; Your contribution is of great value to me and I believe to the entire community!
I don't know if I was able to perceive the real problems to which you refer: 1. at the exit of the pits (I didn't notice anything, neither in the driving nor in aesthetics) and 2. in turns 14 and 15, however, the only thing I noticed was the aesthetic issue at the meeting between the external area and the asphalt where I identified overlapping material (Z-fighting) and small cracks... Is that the problem? Well, if it is, I've adjusted this (ta16) for me and I'm passing it on to you so you don't rack your brains and can invest your time in other projects, because if this first one already carries great quality I'm imagining the next one!
Well, I beg your pardon to write down here some problems I've noticed and I know that some people don't react well to some criticism, so I apologize, but my intention is to help improve your great work even more and I know that, just like you said, you're still working on the project... Well, I noticed the following:
- This may even be questionable, since you may have assembled the rumbles ("sobj" objects with rmbl textures) the way you purposely assembled, but at first, if you didn't assemble them that way on purpose, I'd say they're all inverted... That is, the ones on the right side are the rubles on the left side and the ones on the left side are the ones on the right side. This, in fact, is just a matter of aesthetics, at first... but it can be an aggravating factor if they are configured the way they should be configured in the SCN, with collision, after all it is an object that belongs to the terrain and must be configured as it is any and all terrain with the line ("CollTarget=True HATTarget=True ShadowReceiver=True") in its corresponding objects in the SCN. And if they are configured this way in the SCN, they will certainly be higher than they should since they are with the highest part for the track and in F1 cars this can become a problem of rollovers in certain sections;
- Another problem I encountered was in the tire barriers... At least in my mod this was a problem: when I touched these barriers my car sank into the asphalt... I didn't understand, at first, what the problem could be, but I ended up solving the problem by changing the name of the materials that involved them, that is, for all "roadaXXX" that was named in these materials, I changed it to "twallXXX" from then on, this was solved. I'm also sending you this material on RAR.
- Finally, still on the tire barriers, the named "sobj_11" is collision-free in its SCN, CollTarget=False HATTarget=False... the others are correct, as they should be: CollTarget=True HATTarget=False
Anyway, once again congratulations for the great work and I look forward to future projects!
Note: oh yes, I also made some small adjustments to the ta2 (a Z-fighting in the external area and a gap between the external area and the asphalt) and that's why I'm also sending this material, ok?!
mega.nz
Hugs