Norisring 2009

Norisring 2009 v3.23

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This track was made by com8 (Alex Hummler) for rFactor in 2011.
The Assetto Corsa conversion was done by SandroX.
The enhancement of the AC version was made by Rainmaker
and now I have optimised it to bring this forgotten track back to the community.
Thank you to Com8, SandroX and Rainmaler who all gave me their permissions for the overhaul of this Norisring conversion.
Also a big thanks to AlleyViper who help me a lot in testing and finding bugs.

This is not a scratch made track by me. It is "just a conversion" which I'm sure can be optimised even further but only with very big effort from ground up. It's not perfect as it is but much fun to drive.
Unfortunately it is also not CPU friendly.
I did many things to optimise it but still remains a high PID count, about 5500-2800, so be aware of it especially when it comes to night racing.

I tried to implement many "up-to-date" features like night lightning and working flag monitors on track.
  • video monitor needs the stFlow shader which is not included in this release. So if you want to launch the track with Vanilla AC you have to manually install stFlow Shader, too.
    With CustomShader patch (CSP) it should work "out of the box"
  • CustomShader patch:all files (config.ini and vao) are uploaded to GitHub. please download them with CM

1.jpg
2.jpg
3.jpg
Screenshot_ks_lotus_3_eleven_norisring_9-7-119-9-46-5.jpg


Have fun!

Here is a PayPal link if you like to give me a donation:
Donate

Latest updates

  1. increased AI number

    increased pit and start positions to 36 by adding a second row in the pits
  2. new ext_config

    track objects behaviour adjusted (race mode/practice mode) now not only the amount of 2D...
  3. AI fix

    back to the old AI

Latest reviews

Great track! Such a shame we still* haven't got the physics updated DTM94 cars.
* ;)
Gunnar, I love all your tracks and especially this, in Nürnberg, near to my hometown. I am so sad that since a few CSP or Sol updates there are poor fps drops on the straight around strat finish and after the U-Turn. I drive in VR.
Visually, this is a very pretty track. What I am less satisfied by is the physics mesh to drive on - particularly in the hairpins, it seems very rough, leading cars like the DTM-190E (Kunos) to literally bounce their way through them. This impairs the driving experience.

I recognize that the real track is not exactly smooth, but some of the bumps encountered while driving here do not make sense. Once this is fixed, I will happily rate this track with 5 stars.
Phenomenal. Thank you!
Amazing track with f1 classics:
https://www.youtube.com/watch?v=FQA4kW-vxAw&t
It doesn't load..... :(((((((((((( Any tipps?
Thank you for uploading my favorite track!
Great
Great work!
Doesn´t load
Great Work, thanks!
Bon et beau, merci !
Excellent job, Thanks mate!!
Thank for this update man, much appreciated:

For future updates, if you want to implement semaphore (except the ones in the middle of the grid due to meshes - materials limitation you can add this lines

;;;;;;;;;;;;;; GREEN SEMAPHORE ;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Green Semaphore Lights
VISIBILITY_LEVEL=0
MATERIALS= lights
CONDITION=NIGHT_SMOOTH
OFFSET=2,0,0
DIRECTION=NORMAL
DIRECTION_OFFSET=0, -2, 0
SPOT=250
SPOT_SHARPNESS=100
RANGE=5
RANGE_GRADIENT_OFFSET=0.75
FADE_AT=1000
FADE_SMOOTH=800
CLUSTER_THRESHOLD=10
DIFFUSE_CONCENTRATION=1
COLOR=0,181,9,0.0025

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION= Green Semaphore Lights
MATERIALS=lights
KEY_0 = ksEmissive
VALUE_0 = 0,181,9,0.75
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = ORIGINAL
CONDITION = ALWAYS_ON

;;;;;;;;;;;;;; GREEN SEMAPHORE ;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Green Semaphore Lights
VISIBILITY_LEVEL=0
MATERIALS = lite
CONDITION=NIGHT_SMOOTH
OFFSET=2,0,0
DIRECTION=NORMAL
DIRECTION_OFFSET=0, -2, 0
SPOT=250
SPOT_SHARPNESS=100
RANGE=5
RANGE_GRADIENT_OFFSET=0.75
FADE_AT=1000
FADE_SMOOTH=800
CLUSTER_THRESHOLD=10
DIFFUSE_CONCENTRATION=1
COLOR=0,181,9,0.0025

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION= Green Semaphore Lights
MATERIALS = lite
KEY_0 = ksEmissive
VALUE_0 = 0,181,9,0.050
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = ORIGINAL
CONDITION = ALWAYS_ON

[MESH_ADJUSTMENT_...]
MESHES = RedLight_1, RedLight_2, RedLight_3, RedLight_4, RedLight_5
IS_RENDERABLE = 0

;;;;;;;;;;;;;; GREEN SEMAPHORE ;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Green Semaphore Lights
VISIBILITY_LEVEL=0
MATERIALS= yellowflagmonitor_lites
CONDITION=BLINKGR
OFFSET=2,0,0
DIRECTION=NORMAL
DIRECTION_OFFSET=0, -2, 0
SPOT=250
SPOT_SHARPNESS=100
RANGE=5
RANGE_GRADIENT_OFFSET=0.75
FADE_AT=1000
FADE_SMOOTH=800
CLUSTER_THRESHOLD=10
DIFFUSE_CONCENTRATION=1
COLOR=0,181,9,0.0025

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION= Green Semaphore Lights
MATERIALS=yellowflagmonitor_lites
KEY_0 = ksEmissive
VALUE_0 = 0,181,9,0.75
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = ORIGINAL
CONDITION = BLINKGR

[CONDITION_...]
NAME = BLINKGR
INPUT = ONE
FLASHING_FREQUENCY = 5
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1
Gunnar333
Gunnar333
Thanks, but now the lights do work. They show blue and yellow flag conditions. Your config would overwrite this.
Thank you very much
A great quality track. Very detailed. Love it. Thanks!
I love this Track! Can you insert more pit and starting positions, please? I would like to do a DTM season and currently have 36 cars and I would like to use the track.
Gunnar333
Gunnar333
I opened a second row in the pit lane so now you can use up to 35 AI in v3.23
very good job !!! thanks !
https://www.racedepartment.com/downloads/rieti-city-circuit.38566/

this track is based on a real Italian city, Rieti. There are some textures missing and still some work to do, but I dont'have time to complete it. Could you finish texturing and also make the sponsorboards look like F1?
Gunnar333
Gunnar333
I've sent you a PM.
Perfect jobe Mate. Thx a lot!!! :)

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Gunnar333
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