Yes they have sadly cracked down on excellent share site meggaupload.com. I had Rfactor content on there as had quite literally thousands of other sim racing users.
It looks like we now have far less channels to get out our perfectly legal content to the wonderful world. In my eyes, this may be the beginning of the end to the illusion of freedom that we have with the internet. This is truly a sad day for the USA and the rest of us across the globe. Fortunately, my tracks I have posted here are local content of NoGirpRacing and you can all still access my content for download and play. I found this out reading on Virtualr.net
That's it guys. I will keep making tracks, but perhaps in years to come we will be forced to share our own private content privately via emails - sad.
Saturday, January 21, 2012
Monday, January 16, 2012
Rfactor 2 - First Impressions
Well it finally saw some light earlier this month. Rfactor 2 'Open' Beta was released for the world.
I say 'Open' as it was not quite that simple for me and as it turns out, many many people across the globe. Okay so we all knew that it was going to cost us about $40 to play the 'open beta'. But we all expected it to work more or less straight away. I certainly didn't have my up and running as soon as I paid for 12months to the game. In fact I didn't have it running for about a day and a half after downloading and installing the thing. I did expect the servers to be slow or have minor breaks for the first 48 hours after release as there was always going to be a mad rush to get the game. So I backed off and waited patiently for the third day after release before tearing open my wallet to locate my credit card to the punch in the numbers and details to get my hands on a game many of us have been drooling over for the past couple of years.
Sadly the game didn't just 'ping!' open up. In fact it felt like an eternity before my issues with online payment were resolved. So this is why I am being a bit harsh on the game. They made me wait for it and then charged us not exactly 'mates rates' for a 'beta' with little actual content in it. All the money issues aside, I might as well go on and get talking about the actual game.
I have only tested single-player thus far and therefore can really only comment on that aspect of the new game system. Okay so the menu feels much cleaner and neater than that of Rfactor 1 (yes we can call it that now). I do enjoy the flashing 'cards' that present the various racing cars, tracks and race systems to us. It is a nice touch to the format. The introduction of weather was very intriguing and I couldnt help but fiddle to be sure that my first racing weekend was boiling hot before bucketing down with a monsoon of a shower before drying out at the end of the weekend to some afternoon sun again. This system looks brilliant!
It takes me aback to that of Grand Prix 4, which in my eyes was the definitive sim until Rfacor found its feet in mid to late 2007. GP4 had a fabulous weather system for its time and still today makes Need-For-Speed and other shiny games look rather stupid. I feel as though Rfactor 2's weather system may be based on GP4's model. No matter, it does the job well. That is to say that there are obviously still some minor bugs in the system as it rains in the Monaco tunnel. I have no doubt that the full version of the game will fix small issues such as these. Yes I am well aware that it is still a beta.
Okay, actual racing time. I maxed out the settings with only AA and ASF set slightly below full (8x each). I did a very crude car setup to my F1-1968 car and clicked race. The first thing I am greeted with is a low polygon model of a man standing in front of a wall. Hmm, ok. Oh wait, he can walk and move his arms - cool! So he is not the best looking pit model, but already I can see that this is not Rfactor as we have all played before. The car blasts to life and I engage first gear and slightly squeeze the accelerator. Stall. Woops, I forgot to use the clutch. Esc, Esc and 'race' once more. Okay, this time I have my left foot flat on the clutch and I sheepishly select first gear and feather my foot onto the power to get her moving. Already I can see the sun bounces off the suspension of my car as I try to figure out where I am in Monaco yet continue to follow the man who points to the left. Ah! I see now. I never knew that cars were parks back there when not racing (interesting).
I drive out of the makeshift pits and already I can see the circuit ahead. I shift to second and then up to third all while admiring the high polygon trees, buildings, road, signs and OH WAIT! I need to turn! Crunch. Well I got to the first corner, I just didn't slow down that much. My car comes to a rest on the opposite side of the circuit slightly up on the footpath (yes footpath). I don't click esc and return to the pits this time. No I am still admiring the ambience of the circuit. Marshals who stand with next to no protection from a road barrier wave yellow flags to warn the AI that I have cocked it up at Sainte Devote.
The game looks fabulous. It already is streets above that of Rfactor 1. The ambience of the game environment while racing makes it feel more like a racing sim than Rfactor 1 ever was. I did indeed get going and drive a good thrash around Monaco all while trying to come to grips with the handling of the beast I was trying to tame. The tire models are spectacular to say the least as is the potential for modders and track builders alike. I think this game has a really bight future in front. Bring on the full game!
I say 'Open' as it was not quite that simple for me and as it turns out, many many people across the globe. Okay so we all knew that it was going to cost us about $40 to play the 'open beta'. But we all expected it to work more or less straight away. I certainly didn't have my up and running as soon as I paid for 12months to the game. In fact I didn't have it running for about a day and a half after downloading and installing the thing. I did expect the servers to be slow or have minor breaks for the first 48 hours after release as there was always going to be a mad rush to get the game. So I backed off and waited patiently for the third day after release before tearing open my wallet to locate my credit card to the punch in the numbers and details to get my hands on a game many of us have been drooling over for the past couple of years.
Sadly the game didn't just 'ping!' open up. In fact it felt like an eternity before my issues with online payment were resolved. So this is why I am being a bit harsh on the game. They made me wait for it and then charged us not exactly 'mates rates' for a 'beta' with little actual content in it. All the money issues aside, I might as well go on and get talking about the actual game.
I have only tested single-player thus far and therefore can really only comment on that aspect of the new game system. Okay so the menu feels much cleaner and neater than that of Rfactor 1 (yes we can call it that now). I do enjoy the flashing 'cards' that present the various racing cars, tracks and race systems to us. It is a nice touch to the format. The introduction of weather was very intriguing and I couldnt help but fiddle to be sure that my first racing weekend was boiling hot before bucketing down with a monsoon of a shower before drying out at the end of the weekend to some afternoon sun again. This system looks brilliant!
It takes me aback to that of Grand Prix 4, which in my eyes was the definitive sim until Rfacor found its feet in mid to late 2007. GP4 had a fabulous weather system for its time and still today makes Need-For-Speed and other shiny games look rather stupid. I feel as though Rfactor 2's weather system may be based on GP4's model. No matter, it does the job well. That is to say that there are obviously still some minor bugs in the system as it rains in the Monaco tunnel. I have no doubt that the full version of the game will fix small issues such as these. Yes I am well aware that it is still a beta.
Okay, actual racing time. I maxed out the settings with only AA and ASF set slightly below full (8x each). I did a very crude car setup to my F1-1968 car and clicked race. The first thing I am greeted with is a low polygon model of a man standing in front of a wall. Hmm, ok. Oh wait, he can walk and move his arms - cool! So he is not the best looking pit model, but already I can see that this is not Rfactor as we have all played before. The car blasts to life and I engage first gear and slightly squeeze the accelerator. Stall. Woops, I forgot to use the clutch. Esc, Esc and 'race' once more. Okay, this time I have my left foot flat on the clutch and I sheepishly select first gear and feather my foot onto the power to get her moving. Already I can see the sun bounces off the suspension of my car as I try to figure out where I am in Monaco yet continue to follow the man who points to the left. Ah! I see now. I never knew that cars were parks back there when not racing (interesting).
I drive out of the makeshift pits and already I can see the circuit ahead. I shift to second and then up to third all while admiring the high polygon trees, buildings, road, signs and OH WAIT! I need to turn! Crunch. Well I got to the first corner, I just didn't slow down that much. My car comes to a rest on the opposite side of the circuit slightly up on the footpath (yes footpath). I don't click esc and return to the pits this time. No I am still admiring the ambience of the circuit. Marshals who stand with next to no protection from a road barrier wave yellow flags to warn the AI that I have cocked it up at Sainte Devote.
The game looks fabulous. It already is streets above that of Rfactor 1. The ambience of the game environment while racing makes it feel more like a racing sim than Rfactor 1 ever was. I did indeed get going and drive a good thrash around Monaco all while trying to come to grips with the handling of the beast I was trying to tame. The tire models are spectacular to say the least as is the potential for modders and track builders alike. I think this game has a really bight future in front. Bring on the full game!
Monday, November 28, 2011
Format and News
Just a short update folks!
I have formatted my computer today as I installed many new hardware upgrades. Because of my work schedule, I won't be able to work on any circuits for at least the next week at this stage. I am however very close to releasing 1.1 of my Airport terminal circuit. I am mainly bringing in the walls for more hair raising racing as many out there used too much run-off which I did not originally foresee.
In other news. Over at nogripracing, my latest release Circuit d'Avignon has had steady downloads, but I am only about half way of my hope / aim / target of 1000 downloads through Nogripracing. I have already started to plan out how I will improve Circuit d'Avignon with the 'power' layout. Yet if I don't hit that 1000 mark, I will put it on the back burner for early 2012 release (hopefully).
That's about it for now. As always, check back one in a while and see where I am up to with my next creation!
Cheers!
I have formatted my computer today as I installed many new hardware upgrades. Because of my work schedule, I won't be able to work on any circuits for at least the next week at this stage. I am however very close to releasing 1.1 of my Airport terminal circuit. I am mainly bringing in the walls for more hair raising racing as many out there used too much run-off which I did not originally foresee.
In other news. Over at nogripracing, my latest release Circuit d'Avignon has had steady downloads, but I am only about half way of my hope / aim / target of 1000 downloads through Nogripracing. I have already started to plan out how I will improve Circuit d'Avignon with the 'power' layout. Yet if I don't hit that 1000 mark, I will put it on the back burner for early 2012 release (hopefully).
That's about it for now. As always, check back one in a while and see where I am up to with my next creation!
Cheers!
Thursday, November 17, 2011
Circuit de Avignon - Released
I know it is not yet the weekend, however I felt that Circuit de Avignon was ready for a 1.00 release.
You can find HERE at nogripracing. If you read through the Readme file, you will discover that I have set my own ultimatum. If I get 1000 downloads before 2012 starts I will make a 'Power' circuit of Avignon and possibly also two shorter courses. I will let you work out where those shorter courses will be. It is no real guess :D
So please check it out, and if you find any youtube videos of people racing my Avignon, please post them here so I can add in the link. That goes for any of my other circuits too! Ok - Enjoy!
You can find HERE at nogripracing. If you read through the Readme file, you will discover that I have set my own ultimatum. If I get 1000 downloads before 2012 starts I will make a 'Power' circuit of Avignon and possibly also two shorter courses. I will let you work out where those shorter courses will be. It is no real guess :D
So please check it out, and if you find any youtube videos of people racing my Avignon, please post them here so I can add in the link. That goes for any of my other circuits too! Ok - Enjoy!
Tuesday, November 15, 2011
Avignon - This Weekend
As per the title suggests, I will be releasing Circuit de Avignon this weekend. Look out for it here and at nogripracing!
I am just doing the final touches this week such as attempting to fix the cameras (buggers are not working right), packing the files into .MAS files. As well as making a loading screen and a bunch of other very minor changes. I have play tested it and aside from the cameras, it works pretty well. Check back over the weekend and you will be able to grab 1.00 Circuit de Avignon!
Wednesday, November 9, 2011
Avignon, even further progress
Just a few screenshots of my ongoing progress of Avignon. I would say it is in numbers about V0.15. I don't see it being ready for release this month, however I'll see how I go if I can get into a track making groove once more.
Enjoy!
Enjoy!
The Modern Website Rant
As you may have seen already, I have begun to alter the look of Formula Rodrrico. It was about time really!
The layout I have used for such a long time has been both generic and dull. These changes are all aimed at livening up the blog. While most are fairly cosmetic, such as the new 'widescreen' width of the whole blog. Others enable me to share my content with the world in a simpler and more logical manner. For example, I used to re-post my 'Rodrrico - The Circuits Thread' over and over as I release new updates and entirely new circuits for public use. Now I have a widget on the left side of the blog that can be accessed from any page. These are direct links to my circuit downloads as available at Nogripracing.
I mainly use Nogripracing these days as my port-o-call one stop download location for my circuits. Once upon a time I used to upload my circuits through a free vendor such as Mediafire and Megaupload to Rfactorcentral. However once Rfactorcentral changed hands and began to take on a corporate facade asking us, the community, the creators / modders to 'pay' actual money to use their servers to race our own content, I like thousands of others began to lose heart for the website. While I do still have some circuits listed there, I no longer upload new creations or updates to Rfactorcentral. I doubt I ever will again, so if you see any of my new content there, please let me know so I can remove it.
Nogripracing is, for me, fantastic. It allows me to track how many downloads I have received, see who likes them (with the 'thanks' feature, a gimmick, but a good gimmick), and communicate feedback with the users and modders out there. While Rfactorcentral also has this sort of community talk, it is stark and stale. Most people are genuinely beginning to abandon the moribund site. Don't get me wrong, I am not a 'player hater' Rfactorcentral will still have a good community who upload and release mods there. They have a great Rating system for community content as well as the hall of fame feature. However, in my eyes, it has had its day and no longer reflects the true community that is Rfactor.
Nogripracing also has its flaws. For stupid reasons, any screenshots that feature content not released on Nogripracing cannot be uploaded. This means for people like me who enjoy making screenshots from content such as the F1-1967 Mod racing around my circuit Brands Hatch 1950, which I then batch together into a silly loading screen for the same circuit - cannot be used. Further more, if I do upload one of my 'loading screens' with content disapproved my Nogrip moderators, then my files are suspended and or deleted until I rectify the situation. The same goes for videos, which annoys me considering I only upload videos that others have made of my circuits as support material (along with screenshots) for those contemplating a download of my latest creations.
The problem is that neither website is ideal for what I (for one) want from a Rfactor website. Rfactorcentral is a dedicated Rfactor website, however if you submit any content, you are effectively giving it away. While Nogripracing is not a pure Rfactor website where many gamers from multiple games all complain on your circuit's link to "make a conversion" to their favourite racing sim so they can use it.
So for now, I shall continue my blog, as it seems to be the only bloody place I can see the stuff I want to see!
Thank you for reading, now have a look at all this new useless crap I have added!
Rodrrico.
The layout I have used for such a long time has been both generic and dull. These changes are all aimed at livening up the blog. While most are fairly cosmetic, such as the new 'widescreen' width of the whole blog. Others enable me to share my content with the world in a simpler and more logical manner. For example, I used to re-post my 'Rodrrico - The Circuits Thread' over and over as I release new updates and entirely new circuits for public use. Now I have a widget on the left side of the blog that can be accessed from any page. These are direct links to my circuit downloads as available at Nogripracing.
I mainly use Nogripracing these days as my port-o-call one stop download location for my circuits. Once upon a time I used to upload my circuits through a free vendor such as Mediafire and Megaupload to Rfactorcentral. However once Rfactorcentral changed hands and began to take on a corporate facade asking us, the community, the creators / modders to 'pay' actual money to use their servers to race our own content, I like thousands of others began to lose heart for the website. While I do still have some circuits listed there, I no longer upload new creations or updates to Rfactorcentral. I doubt I ever will again, so if you see any of my new content there, please let me know so I can remove it.
Nogripracing is, for me, fantastic. It allows me to track how many downloads I have received, see who likes them (with the 'thanks' feature, a gimmick, but a good gimmick), and communicate feedback with the users and modders out there. While Rfactorcentral also has this sort of community talk, it is stark and stale. Most people are genuinely beginning to abandon the moribund site. Don't get me wrong, I am not a 'player hater' Rfactorcentral will still have a good community who upload and release mods there. They have a great Rating system for community content as well as the hall of fame feature. However, in my eyes, it has had its day and no longer reflects the true community that is Rfactor.
Nogripracing also has its flaws. For stupid reasons, any screenshots that feature content not released on Nogripracing cannot be uploaded. This means for people like me who enjoy making screenshots from content such as the F1-1967 Mod racing around my circuit Brands Hatch 1950, which I then batch together into a silly loading screen for the same circuit - cannot be used. Further more, if I do upload one of my 'loading screens' with content disapproved my Nogrip moderators, then my files are suspended and or deleted until I rectify the situation. The same goes for videos, which annoys me considering I only upload videos that others have made of my circuits as support material (along with screenshots) for those contemplating a download of my latest creations.
The problem is that neither website is ideal for what I (for one) want from a Rfactor website. Rfactorcentral is a dedicated Rfactor website, however if you submit any content, you are effectively giving it away. While Nogripracing is not a pure Rfactor website where many gamers from multiple games all complain on your circuit's link to "make a conversion" to their favourite racing sim so they can use it.
So for now, I shall continue my blog, as it seems to be the only bloody place I can see the stuff I want to see!
Thank you for reading, now have a look at all this new useless crap I have added!
Rodrrico.
Monday, November 7, 2011
Avignon Progress
I understand that I have been neglecting my circuit design for what has become months. This is hopefully beginning to change with these :
While the circuit has a long way to go, it is clear to see that progress has started up once more. I have not populated the circuit with some trees, the two pontoons the key medieval city wall. I have already play tested with the trees and found that cars hit invisible walls, so I want to be sure to fix this before continuing on the pit buildings and all other objects. Finally I will change / add roads to make it feel a little more real.
I will have updates by Friday this week (at this stage), so check back then for more information on Avignon's progress. Currently I rate the circuit as 0.10 complete - quite a way to go!
While the circuit has a long way to go, it is clear to see that progress has started up once more. I have not populated the circuit with some trees, the two pontoons the key medieval city wall. I have already play tested with the trees and found that cars hit invisible walls, so I want to be sure to fix this before continuing on the pit buildings and all other objects. Finally I will change / add roads to make it feel a little more real.
I will have updates by Friday this week (at this stage), so check back then for more information on Avignon's progress. Currently I rate the circuit as 0.10 complete - quite a way to go!
Friday, October 21, 2011
News!
Recently I learned that I will not have my contract at my current employment renewed for Nov2011-onward. They are downsizing the position and sadly I lost out on this one.
It seemed to be a pure 'first in gets it' scenario. I started one week after the fellow who will become the sole junior editor. At first this was a real pain and frustration. Though this is very different now. Being dropped from my work has enabled me to work on things I have wanted to for some time. The first is to resume working as a graphical artist for a magazine (already in the pipeline). Secondly to start looking seriously into motorsport and motoring photography as a side income (if possible). I will probably start a new blog dedicated to this, but it is still early days.
Finally, it means that I will now be resuming my circuit designs for Rfactor. I have neglected my passion in the last few months to focus harder on my actual work (perhaps I shouldn't have bothered haha!). Now I will resume my circuit designing. I have already started updating my Airport Terminal GP circuit after I found a few videos on youtube showing people not driving on the actual circuit but getting the best line from everything. I have brought in many of the walls, and plan to remake most of the ad boards around the circuit to bring down the file size.
Other than this all progress has stalled on my other projects. Though as of very early November they will resume. Look out for news and updates on Avignon which I will work on again very soon. But for the next week or two I won't be able to do much.
I have been compiling all of the circuits I have downloaded and installed to my rfactor directory into a Microsoft Access document. I have well over 1000 circuits and plan to release this document in the coming weeks. It includes data such as what I believe is the level of difficulty, speed of the circuit relative to the 'best' mod series for it. Also a grid size so then we don't flood the circuit with more cars than can actually be supported without them flying into the air or starting buried in the 'ground' - you know what I mean!
Look out for this also early November. More news to follow this weekend!
It seemed to be a pure 'first in gets it' scenario. I started one week after the fellow who will become the sole junior editor. At first this was a real pain and frustration. Though this is very different now. Being dropped from my work has enabled me to work on things I have wanted to for some time. The first is to resume working as a graphical artist for a magazine (already in the pipeline). Secondly to start looking seriously into motorsport and motoring photography as a side income (if possible). I will probably start a new blog dedicated to this, but it is still early days.
Finally, it means that I will now be resuming my circuit designs for Rfactor. I have neglected my passion in the last few months to focus harder on my actual work (perhaps I shouldn't have bothered haha!). Now I will resume my circuit designing. I have already started updating my Airport Terminal GP circuit after I found a few videos on youtube showing people not driving on the actual circuit but getting the best line from everything. I have brought in many of the walls, and plan to remake most of the ad boards around the circuit to bring down the file size.
Other than this all progress has stalled on my other projects. Though as of very early November they will resume. Look out for news and updates on Avignon which I will work on again very soon. But for the next week or two I won't be able to do much.
I have been compiling all of the circuits I have downloaded and installed to my rfactor directory into a Microsoft Access document. I have well over 1000 circuits and plan to release this document in the coming weeks. It includes data such as what I believe is the level of difficulty, speed of the circuit relative to the 'best' mod series for it. Also a grid size so then we don't flood the circuit with more cars than can actually be supported without them flying into the air or starting buried in the 'ground' - you know what I mean!
Look out for this also early November. More news to follow this weekend!
Wednesday, September 14, 2011
News!
I know that I said I would be posting up some screenshots of my latest creation Avignon about a week ago. There has however been a lot going on in my world which has taken up my time. Not to mention my strange interest in playing other games lately, which has eaten good chunks of my free time. I will however continue the work this weekend and hope to have something to show off around that time.
I have also been working with some people at Virtual Classics forum on various 1970s Monza layouts. The sharing of work is excellent even if the language barrier sometimes makes it a little complicated (most speak Spanish). I may be able to show off the 1974 layout soon, I am just waiting on some textures to be made and placed.
I have been inspired to update my NYC GP once more and will be working on a new layout again soon which will make it three different versions of the Lower Manhattan 'project'. That's about it for now, check back here this weekend for more news and updates!
I have also been working with some people at Virtual Classics forum on various 1970s Monza layouts. The sharing of work is excellent even if the language barrier sometimes makes it a little complicated (most speak Spanish). I may be able to show off the 1974 layout soon, I am just waiting on some textures to be made and placed.
I have been inspired to update my NYC GP once more and will be working on a new layout again soon which will make it three different versions of the Lower Manhattan 'project'. That's about it for now, check back here this weekend for more news and updates!
Friday, September 2, 2011
Avignon
I found a great little gem of a website the other day. It had a number of circuits detailed up there including all of the Formula one world championship rounds and track maps of the non championship races also which was pretty cool. But the best part was that many of the circuits (F1 and not) had reference pictures with them.
I trawled through them looking at interesting circuits from all over the globe, until I found one that I thought I might be able to whip up over the weekend. It is simply called Avignon. I assume because the town/city is also called Avignon. There is a big castle wall which runs along the eastern part of the track (clearly from medieval days) and is lined (effectively) with trees and concrete blocks. Again, it is a proposal from 2005 for a round the the DTM, but it never went ahead for some reason. I figured I would give it a good go.
Firstly I mapped out the layout and set it to the length of the track (as was proposed) 1.731km. I drove around in an F1-1974 car, but found it a little tight and pokey. Since I always mesh reality with fiction. I have already tweaked the layout to 2.240km which makes for a better circuit. I think I will base this around either the 1990s F1 cars or 1970s F1 cars. I have made an Xpack recently for other 1970s F1 projects I am working on, but I am still umming and aarring over what this one will be. What I can tell you is that it won't be for 2000s F1s or other series (unless others use it that way of course). I know the 'purists' out there will have a go saying how it is not a 'real' this and that. But to be honest - I don't care. If it feels like where it is, then that is good enough. Chernobyl NPP anyone?
Anyway, I have already make the cambers, heightmaps and some basic bumps. I will release some screenshots some time this weekend and hope to have it out within 14 days. I need a simple yet long castle wall. Can't seem to find one that is right. But I do have some of the Ponte's that the cars will pass under and next to, as well as some 'french' inspired buildings. Check back here in the coming 48hrs for some early screenshots!
I trawled through them looking at interesting circuits from all over the globe, until I found one that I thought I might be able to whip up over the weekend. It is simply called Avignon. I assume because the town/city is also called Avignon. There is a big castle wall which runs along the eastern part of the track (clearly from medieval days) and is lined (effectively) with trees and concrete blocks. Again, it is a proposal from 2005 for a round the the DTM, but it never went ahead for some reason. I figured I would give it a good go.
Firstly I mapped out the layout and set it to the length of the track (as was proposed) 1.731km. I drove around in an F1-1974 car, but found it a little tight and pokey. Since I always mesh reality with fiction. I have already tweaked the layout to 2.240km which makes for a better circuit. I think I will base this around either the 1990s F1 cars or 1970s F1 cars. I have made an Xpack recently for other 1970s F1 projects I am working on, but I am still umming and aarring over what this one will be. What I can tell you is that it won't be for 2000s F1s or other series (unless others use it that way of course). I know the 'purists' out there will have a go saying how it is not a 'real' this and that. But to be honest - I don't care. If it feels like where it is, then that is good enough. Chernobyl NPP anyone?
Anyway, I have already make the cambers, heightmaps and some basic bumps. I will release some screenshots some time this weekend and hope to have it out within 14 days. I need a simple yet long castle wall. Can't seem to find one that is right. But I do have some of the Ponte's that the cars will pass under and next to, as well as some 'french' inspired buildings. Check back here in the coming 48hrs for some early screenshots!
Wednesday, August 31, 2011
Rodrrico - The Circuits Thread
Here you will find all the download websites for all my current public released circuits.
Imola 1963 1.0
Zeltweg 0.95
Zaluzani 1.0 & Zaluzani 1.10 & nogrip
Phoenix 1989 Proposal 1.0
Chernobyl NPP 1.1 - & nogripracing
Rufforth Classic 1.0
Lower Manhattan GP 1.0 & Racedepartment & Nogrip
Nivelles GP 1.0 - & nogripracing
Airport Terminal GP 1.0 - & nogripracing
Imola 1960s 1.0 - & Nogripracing & Bockbierbude
Ales GP 1.0
Imola 1963 1.0
Zeltweg 0.95
Zaluzani 1.0 & Zaluzani 1.10 & nogrip
Phoenix 1989 Proposal 1.0
Chernobyl NPP 1.1 - & nogripracing
Rufforth Classic 1.0
Lower Manhattan GP 1.0 & Racedepartment & Nogrip
Nivelles GP 1.0 - & nogripracing
Airport Terminal GP 1.0 - & nogripracing
Imola 1960s 1.0 - & Nogripracing & Bockbierbude
Ales GP 1.0
Phoenix 1989 Proposal 2.0 (nogrip) & Rfactorcentral
Brands Hatch 1950
Ales GP Course 1.10
Comments are always welcome and constructive critisim. I read them regularly and take them all seriously. Check back for new tracks often!
Brands Hatch 1950
Ales GP Course 1.10
Comments are always welcome and constructive critisim. I read them regularly and take them all seriously. Check back for new tracks often!
Saturday, August 27, 2011
Brands Hatch 1950 & Ales
Brands Hatch 1950 Released
I have finished my initial version of Brands Hatch 1950 and released it on NoGripRacing here. It won't be available until Sunday (or about 20hrs from now)I have decided to not bother uploading to Rfactorcentral for a number of reasons. For one, I no longer wish to fund a website that pigheadedly uses user content for commercial use. When it was built for the community, for not companies.
I would like some feedback for later releases, so please comment on the Nogripracing download page or in this blog. I check both fairly regularly so I should be able to address any issues with relative speed.
Ales GP Course 1.10
I recently read about my Ales GP circuit having some issues with the pitlane and not being able to cross the finish line. I have hopefully resolved this issue as well as a few other minor changes to the textures start/finish locations and some shadowing. All relatively small updates, but they make it somewhat more complete.
If you want to download the new version, it should be available here at Nogripracing within 24hours. As with Brand Hatch 1950. If you have the old version (1.0) please remove it all (as I have stated in the readme) rather than overwrite the files. That should be about it for now.
Enjoy!
Tuesday, August 23, 2011
Ales GP update and more
ALES GP 1.0 to 1.1
I was just trawling Rfactorcentral and noticed that someone had posted on my circuit Ales GP 1.0 some time ago (back in May). The told me that the pit lane has a serious error to do with timing of laps, which I am going to address and release an update, or a new version of Ales this weekend. I may also change some textures / models to reflect a nice change. I'll see as I go.
Brands Hatch 1950 1.0
Yes I will be releasing my attempt at Brands Hatch's 1950 layout this weekend also. Check back here soon for where you can download it.
Imola 1960s 1.0 to 1.15
I am planning on updating my Imola 1960s circuit very soon with some modifications and fixes. There has been an issue with the straight coming out of Acque Minerale. I suspect it is the shadow from the trees, which means they need replacing. I will also add some minor changes to the bumps and textures (as well as a few very small tweaks). Look out for this in the coming weeks.
Hey I Found A Problem!
If you have encountered a problem / glitch / error with any of my circuits. Be sure to PM me on the site that you use or through this blog. Two people have found two different errors one two different tracks in recent times, and had I not browsed around, I may have not found them in the first place. So please, let me know if you find anything that doesn't seem right!
Sunday, August 21, 2011
Brands Hatch 1950s
I bought a book recently all about Brands Hatch. While I have read that the now dubbed 'indy course' was the original layout, I did not know that it ran backwards to its present day layout. I felt this was worthy of an Rfactor design.
I am still working on the New Jersey Grand Prix, however I have been building models that are taking some time, and don't want to work more on the track without buildings around it. The actual circuit is probably about 40% done, but it lacks
'life' which buildings, and models around it will provide and boost its progress up to about 55%. For now I am working on a small project of Brands Hatch 1950s. I am basing this track on the original 1950 layout. While it is a couple of weeks away from any sort of release, I can share some shots of the circuit for you all. Take a look!

And the overall map!


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