Goodwood Festival of Speed 2017

Tracks Goodwood Festival of Speed 2017 1.13

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Hello!
The track isn't loading for me either.
Do I have to install the "stFlow_1.0"? Where do I find it?

Here is what the log says :
Creating physics track: goodwood_hillclimb [layout_a]
ADDED TRACK SKIN OVERRIDE: default
LOADING MODEL content/tracks/goodwood_hillclimb/goodwood_hillclimb.kn5
VERSION=6
Loading 157 textures
ERROR: Shader stPerPixelNM_UVflow NOT FOUND, RETURNING NULL
Yep, stFlow is a must. It contains the shader you need.
 
Gunnar333 updated Goodwood Festival of Speed 2017 with a new update entry:

final version (hopefully) with lot of fixes and additions

Here it is what should be the final version of this track.
read the How_To_Install.txt if you need help to install.

changes:
  • reoworked the track.ini files with comments.
    So if you want to have movable hay bales at Molecomb Corner and/or have troubles with stFlow Shader it is easier to edit models_layout_a.ini and models_layout_a_wet.ini
  • track vao, track config and backgrounds for loading screen are included but should now be loadable with Content Manager, too. (uploaded to...

Read the rest of this update entry...
 
I seem to have gained a lot of FPS with this version :thumbsup:

But when set to (in CM) start from starting line, my car gets placed like this:
goodwood.png


Tried several cars on dry and wet layout, it's always like this.
Not a biggie, when set to start from pits, it's OK. So I just wanted to report...;)
 
But when set to (in CM) start from starting line, my car gets placed like this:
goodwood.png

Tried several cars on dry and wet layout, it's always like this.
Not a biggie, when set to start from pits, it's OK. So I just wanted to report...;)
Yes, I know. Must have something to do with the open AI line.
Hill climb issue!
 
For everyone having the issue pointing in the wrong direction even when using start from pit lane, I only reproduced this bug once and then it somehow disappears and cars working fine from pit lane.

But I remodeled the AC_PITs and the AI line here:
https://we.tl/t-gArkgZHctQ
Could you please test it?
 
Last edited:
Could you please test it?

No change in both layouts I'm afraid.
Start option 'Pits' is OK
Start option 'Starting line': the car gets placed at a 90° angle.

Again: no big deal, I just have to remember that I need to start from pits.

Edit: maybe it is supposed to be like that, but in the download, layout_a > ai > .... is empty ?
 
FYI, both newer config/vao/backgrounds for v1.00 are now showing and delivered in the CM auto-download backend. It usually takes some hours for them to be ready for auto-install after being uploaded to github.

Thanks for taking the extra step of uploading them to github, it's a great way to ensure everyone runs the latest/correct version.

Edit: As reported above, in practice, starting line as spawn point still rotates the car 90º with the hotfix. No big deal, as even pits (I guess that's the only option, and default for vanilla AC) starts the car from a good place for a timed run.
 
Last edited:
Edit: As reported above, in practice, starting line as spawn point still rotates the car 90º with the hotfix. No big deal, as even pits (I guess that's the only option, and default for vanilla AC) starts the car from a good place for a timed run.

You can also choose hotlap mode in vanilla AC and CM. It will drop your car directly at the starting line.
 
Still doesn't load for me on CM even with the new update, any ideas? it loads up the loading screen even with progress and then just closes.
 

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