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Tracks Zossen International Raceway 0.7 Revert

Fast Fictional Circuit - My first track

  1. Flipdo3 submitted a new resource:

    Zossen International Raceway - Fast Fictional Circuit - My first track

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  2. Attached Files:

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    Last edited: Nov 21, 2016
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  3. Flipdo3 updated Zossen International Raceway with a new update entry:

    ADDITIONS + ATTEMPTED FIXES

    Read the rest of this update entry...
     
  4. You should check out LilSki's guide in case you didnt already. I dont know if its here on RD (probably) but it should be still on AC support forum. It teaches you how to best do everything. For bumps on the track you need to do a "physical road mesh" which is an invisible higher res copy of the tarmac mesh you have and that you can add "noise" and bumps/dips into to get a real tarmac feel it in the FFB wheel. The guide also give tips how to do texures, trees etc the best way for AC.

    Keep up the good work. Always awesome with more content. :)
     
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  5. ive checked it out, but it is for the more-advanced Blender users. I once tried to learn it, but spent 3 hours making 2metres of track with kerbs, so i went to the easier RTB, which i dont think has this feature :/
     
    Last edited: Nov 21, 2016
    • Love Love x 1
    • Love Love x 1
  6. Flipdo3 updated Zossen International Raceway with a new update entry:

    Ai + Temporary Texture Fix + Other Additions

    Read the rest of this update entry...
     
    • Like Like x 1
  7. Would just like to mention the lack of updates in the last few days. I have been incredibly busy with IRL stuff, and havent had much time. I have however found a fix for the glowing track, and collisions will be coming as soon as possible. Thanks for your patience.
     
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  8. Flipdo3 updated Zossen International Raceway with a new update entry:

    Collisions + Kerbs + Fixes

    Read the rest of this update entry...
     
  9. Hi, I've recorded a new fastlane.ai and I uploaded it.
    With the original one the AI's at 100% were lapping in around 2'44'' driving the Porsche Panamera Turbo.
    With my fastlane the AI's at 100% are now lapping in around 2'37'' driving the same car.
    Remove .TXT extension from the .ZIP file.
    The fastlane.ai file is inside the .ZIP
    Hope this helps :)
     

    Attached Files:

  10. Thanks! ill include it in the next update.. whenever that is. Might only include this change though
     
  11. Flipdo3 updated Zossen International Raceway with a new update entry:

    New AI + big news

    Read the rest of this update entry...
     
  12. LOL :laugh::confused::thumbsup:
    No Test ????
    [​IMG]
     
  13. i've just tested it again - the first time i tested this didnt happen. i'll be reverting to your version. Sorry Ale, yours push just a little too hard at the esses xD
     
  14. Yes, my bad.
    I tested the AI path while on qualify so the AIs were almost always racing alone.
    While on race session they try to overtake each other and doing so they crash on those walls.
    The real problem though is that the track boundaries (red splines) are not correctly set. This allows the AIs to go wherever they want to overtake because they are not "aware" that there are the side walls.
    With the original AI path this does not happen because that path makes the AIs drive almost in the center of the track and therefore much more distant from the walls, leaving enough space for overtakes.
    But in the end you are right, it is obviously better to have slow-non-crashing AIs instead of fast-often-crashing ones :)

     
  15. they still crash a large amount with very quick and grippy cars like the ferrari 643 lol
     
  16. Can they do it better?
    But please test with all Cars + Mod Cars
    Sorry, I do not have the time to test it with all the cars
    And if no one writes, I can not fix. ;)
     
  17. i wouldn't worry about yours - most mods it is A-ok :D