![]() Setup: See setups folder link in my posts on ISI forum for all my setups. Non-Steam download links and SETUPS are on the ISI forum: Thanks goes out to the person who built this track.Ĭonfiguration: Road Course is enforced for Stockcar_2015 ![]() Comparison showed that this track is pre Sim-Raceway. I found a conversion of Sim Raceway to an rF1 track. American Stockcar also used it as a base. Sim Raceway's Watkins Glen used the source of this track as a base. The earliest direct link I could find was a Spanish language site with a rF2 conversion. This track was created using Bobs Track Builder, probably a very early version as some of the geometry on the track surface was different to later versions of Bobs Track Builder. The original author of this track is unknown. This is a fill in track until the VLM track becomes available. There was only a few small changes and a new AIW to get the boot version running. Hints for where you can pass: Get a run up for the first 2, or get a low exit and pass on the left (tirn 10) Watch my video, as I do all 3 passes.Īs I mentioned, I added the boot version also. They are a little slow through the esses, the carousel, and exit of last left hander. 100% AI strength recommended if your an elite driver. In Stockcar at the Nascar track, the AI run quite good. Removed excess grass that was showing in odd places. Removed kerb and added realroad to runoff at exit of carousel. ![]() Slight change to blending of grass verges. Slight reallignment of wall in the esses to remove sharp corner. New high definition grass detail texture. Some texture albedo corrections in runoff areas. ![]() Tyre marks on runoff areas have collision removed. Kerbs and track edge lines swapped in from American Stockcar and sharp edges removed from kerbs. Narrow road section before bus stop fixed.Īdded poly's in turn 2 to remove noticable feeling of poly's when driving. Grass verges fixed at pit exit, before bus stop and various other spots. Previously everything was on full detail and full shadows in every graphic setting. Performance will be better for those who have slower pc's and need to drop detail. Replaced verges with a little nicer texture. Going from medium to low shadows removes tree shadows Low detail replaces high detail stands with low detail stands. Moved safety car forward so 1st pit stall car can exit without reversing. Pits now open in time for leader when yellow comes out (all versions)Ġ.75 Fixes (mostly performance update as original builder had the original track very, very poorly optimised) Mirror distance increased from 150m to 750m Pit entry cones added (marks start of 50mph) Newly positioned tyre barriers to stop track cutters in the Bus Stop (there is no cut protection, but there is nowhere to gain time by cutting)ģd Startman & 2 extra pairs of 3d flagmen added around track New camera added to finish line in Nascar version. Smoothed tarmac in corners on the Boot section thanks to Gilles Benoit (*) To avoid lap up/lap down penalties common in online races when yellows come out while drivers are in pit lane. Pacecar release endpoint moved as close to finish line as possible. ![]() New Pacecar Line on all 3 versions (Centre of track)ĭisable cut track (as per Mountain Pk Speedway)Īs fields were approaching 30, online racers were starting to get cut track penalties in error. Pacecar release endpoint moved back to correct place. It is a service update of a track originally built for rFactor 1. Watkins Glen Chicane is a ~3.4 mile road course with 13 corners. Watkins Glen Indycar is a ~3.4 mile road course with 11 corners. Watkins Glen Stockcar is a ~2.5 mile road course with 11 corners. For the benefit of some who are not stockcar fanatics, at the last minute I added the boot version. There has been a raft of fixes from the 0.4e version. It is of unknown origin and is provided for the Stockcar league community. ![]()
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