The GTR2 version is most likely converted from this STCC2 game in the first place. It is not hard to convert from GTR2 to Race07, but it takes a lot of work to make it good. Usually the materials look 'flat'.
I would agree to a flat version)
The GTR2 version is most likely converted from this STCC2 game in the first place. It is not hard to convert from GTR2 to Race07, but it takes a lot of work to make it good. Usually the materials look 'flat'.
Thank you, this is what I was looking for, it even looks good.Kinnekulle Ring
I found the track in my own archives. I don't know who created or converted because it doesn't contain a "Read Me" file.
If this post violates the Forum Rules then please remove.13.39 MB file on MEGA
mega.nz
V 0.995
* Ai should be just a little bit faster at Oulton park and Snetterton.
* Some big track bumps at Oulton park have been reduced.
* A few minor graphical updated. Added Oulton Park background texture.
Thanks andreas they are a bit better now.It is hard to make ai faster without "cheating" too much.
But I have learned a few things lately, so I might be able to make them a little bit faster...
You are a legendAfter many years it seems that I have finally found the cause of the strange ai behavior of this track
Be prepared for some updates in a few days (hopefully)
I have tweaked the aiw file for britishgp st and have now got them on my pace, snetterton, knockhill, donington, they seem to have trouble with their lines, not had time to try any others.There is something strange with this track that makes the ai cars swerve very much when they get of the racing line, and if I just increase their speed they will slip away from it a lot more, and there will be chaos and carnege
I can give the ai more grip, but that also leads to uneaven braking distance and acceleration, and it is frustrating and feels very 'cheaty'. There are a way to limit this also, but I'm working on reshaping the track to make the ai more stable. They really don't like big bumps, and they seems to have some problems to judge braking distance when driving downwards. .aiw files are made in rfactor1 or bobs track builder. I don't have/master any of them, but if the problems can't be solved by the reshaping, I will probably use my simple but quite useful aiw-sketch program and try to make new waypoints.
V 1.0
Oulton Park track updates:
* New crowds
* Modified aiw-files to adress the annoying ai swerving
* Smoothened bumps
* Decreased track width.
+ some more tweaks
V 1.1
* Fixed (hopefully) some cut track warning errors at Oulton Park Fosters
* Added Croft ST. This is a WIP update to Croft 07 by motorfx and some elements from other versions (I think).
ALL credits for this track goes to the original author(s), I just wanted to adjust it to fit my cars, and more work is needed and planned for that.
* Oulton Park has got a lot of minor updates
* Croft track has had some minor tweaks
* Snetterton track has got a few tweaks
V1.3
* Removed pitmarshal animation from track animation.
* Removed static pitcrews (use pitcrew patch instead).
I race Oulton using the the super touring mod (usually 97,98,99) and have never had that issue.The tracks are great but I have a problem with Oulton in all 3 versions. The AI drivers always pit on the last lap. I tried using mandatory pit stops but then they pit 2 times + the last lap in a 10 minute race. And when they're about to pit they almost stop their car after the last corner. Is there anything I can do to stop this?