Le Grand Circuit 1967

Le Grand Circuit 1967 v0.50b

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Bravo amigo
thanks a lot for this free gift
Thank you very much! Can´t wait for final version. Hope road texture will be improved. I also think there are better assset for the tallest trees.
Terra21
Terra21
thx mate. for sure the track will improve in future
Thanks Mate.
Awesome circuit, really good for racing the historic cars.
What a beauty, thx.........
LOVE this track so much and amazing detail and AI line
only thing is maybe you could add more street lights for racing at night, maybe that isn't realistic but i think think it would be nice
Love the track, but having an issue with AI stopping to a halt randomly. Is there any fix to this??? Also, ffb road feel is light.
Premium
Thanks for taking back us to this circuit I have loved digging out some of the old classics and thrashing them around here love the way this track feels and the detail is amazing big shout out for your efforts Terra21.
Great
I know anything from Virtua_LM is top notch! Thanks to evreyone involved for bringing this to ac!
Love the track, but there is a pretty major issue if you want to do AI races. There are 36 pit boxes, but there are only 28 grid spots. I tried to do an AI race with the grid maxed, but some cars spawn inside of the others causing too many collisions and maxing out my cpu. Please fix :)
Terra21
Terra21
Thanks.have now fixed this issue
awesome
Been having some 20-lap session fun with mixed historic classes (A110, GT40, Cobra Daytona, 330P4, 250 GTO, 906, 908, & 917). Nothing like flying along in a GT40 only to be passed by a 917!

The other poor AI spot is Maison Blanc, where the AI slows down too much. Brake hints may be confusing some AI at Mulsanne, as some of them stop too short and then get rear-ended.

AC's AI, in general, seem to have trouble with high-speed braking into hairpins as they can't tell whether the car ahead has good brakes or poor brakes. Driving the heavy GT40 (poor brakes), I found it useful to not be in the way of an AI with good brakes.
Awesome track!! would love to see a 55 car spot grid
Nice Thanks, But is it possible for you to turn the Grip level down
when it's converted ?? I have to turn the track grip down to 88 % use no tyre blankets to get a Ford GT 40 remotely to slide ,
that's not normal --same goes for the new Ferrari 330 p4.
To make a comparison drive on Monza 66 with a used or old track setting in the same car...
The rest is very nice .....
Terra21
Terra21
thanks ..the grip is set at 98..and kunos monza66 is at 97.5 so not much difference in this case?
absolutely amazing but i desperately need the Bugatti circuit
Premium
There is a lot of wasted potential here. The track layout itself is fine, but all the assets are ...just not up to todays specs. DIP is high, LODing is being used too aggressively, resulting in very visible "up-popping" (is that a word?) of buildings. No nuances in the physical mesh. No blending between the very uniformly tiled textures at all, resulting in very sharp borders between track and sand and grass. Giving the track marshals waving flags is a nice idea, but that ksFlag shader only works correctly when you adjust the UV mapping of the flag to it, which you apparently did not. Which brings me back to my initial point of this track mod being a too direct conversion with a lot of missed opportunities of making it better. Hope you do.
Terra21
Terra21
Honestly dude ..your rant has been taken into consideration..but when i was given permisssion to bring this trck to AC i was under strict conditions not to change any aspects of the original tracks state ".v0.50"
so the outdated aspects you talking about .are going to be improved in future.if you had half a brain you would have read the w.i.p thread by woochoo
Thanks! The track still needs quite some work though, it's not visually on par right now.
Terra21
Terra21
Hence the v0.50 And yes there is still alot of things to do and add to the track..read the woochoo thread linked in the overview

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