Showing posts with label rfactor. Show all posts
Showing posts with label rfactor. Show all posts

Saturday, May 17, 2014

Alesia GP Course v1.25 - Released

Alesia GP Course 1.25

By Rodrrico


NOTES:
Alesia GP Course is a fictional circuit I made that is loosely based on the Alès en Cévennes Speed Circuit. It is meant to replace my original track Ales GP Course 1.10. However this is a fresh location directory so you can keep the old version if you like as well as this version.

I generally make fictional circuits (or heavily modified real world circuits) these days as my early 'historical' circuits were heavily critisized for their inaccuracies and usually over fidilly little things. Ales GP Course is a hybrid between a real world course and a fictional course. The basic track map is the same, however I added a chicane half way along the back straight after the kink to slow down the cars a bit and make it more challenging.

To my knowledge the real Ales is relatively flat. I made this version with a steep first corner climb and added my own chicane. There were many layouts to the real Ales, and I have only outlined the short course at turn 2 (not for use though). I don't plan on updating or modifying this track further unless someone would like me to.

The circuit is 4.003km and consists of long curved corners that can be taken in 3rd and 4th gears (F1-1991 historical). As well as 3 long straights with only minor kinks and chicanes that barely slow down the vehicles.
Ales GP a high speed circuit.

I recommend F1 mods, as I played with some and enjoyed them all. However my favourites are :
F1-1991, 1988, 1993 & 1979.

CHANGELOG
1.0 - Inital release.

1.10 - Updated minor things such as textures meshing together, some shadow details and most importantly, the pit lane now enables cars to cross the finish line each lap.

1.25 - Renamed to Alesia GP Course
- New Cam file
- New ground textures everywhere
- Changed terrain heights everywhere
- Improved Pit textures / building
- Slight AIW tweaks
- New Background / terrain
- Changed race length & attrition rates
_

KNOWN ISSUES:
None.

Enjoy!

http://www.nogripracing.com/details.php?filenr=40868

Wednesday, July 10, 2013

Darlington Park 1995

I decided some time ago to rework my Darlington Park circuit into a longer circuit. The 1992 layout is 4.449km and now I have extended the length to 4.863km. While the length is only 414 metres longer than the original, it now has two high speed straights. Have a race around the new layout which can be downloaded from NoGripRacing HERE. I have included my original 1992 layout so you can compare. Let me know which version you prefer and upload a video of yourself driving around!





From the Readme:

Darlington Park 1995

NOTES:
Darlington Park 1995 is an updated layout of my 1992 Darlington Park circuit. This new layout has extended the total length by 414metres from 4.449km to 4.863km.
The new layout utilities more of the land available to the circuit by adding two high speed straights.
The first of these two new straights follows the old 1970s layout, (which you might have seen while racing around the 1992 layout), before turning right to form the next new long straight.
The pit area has been moved to the northerly part of the circuit along the flat between the original start / finish turn and the final turn. The old start / finish turn is now a clear turn 1.
Ultimately, the old circuit was 4.449km and high speed with a total of 12 turns. Now the 1995 layout is 4.863km yet still has 12 turns.
However arguably two of the turns have double apexes making the unofficial total 14 turns. Be sure to try both layouts (which are included in this package) and tell me which is your favourite.
Includes two versions :

Darlington Park 1992 v1.01
and
Darlington Park 1995 v1.00

_________________________________________________________________________________
KNOWN ISSUES:
- AI. Some mods, notably the 1994 F1 mod, the AI run into the sand traps very easily, while other mods such as CTDP 2005 AI don't suffer this problem. I can't fix this for all mods.
_________________________________________________________________________________
LIST OF CHANGES:
Darlington Park 1992 v1.01
- Minor graphical changes
- Minor AI tweaks
- Minor camera tweaks

Darlington Park 1995 v1.00
- Initial release.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
DONATE:
If you enjoy racing on my tracks, please consider making any small donation to my paypal on my blog. It often takes me a long time to make these circuits for the community and I really appreciate all donations.
http://formularodrrico.blogspot.com/
Thank you.

INSTALL:
Remove all instances of the old Darlington Park (V1.00) from your Rfactor/Locations directory. Then copy over the Darlington Park folder from this zip.

rfactor/gamedata/locations/... (...here)

It is that Easy!

Enjoy folks!

Thursday, May 30, 2013

Attia Stadt Grand Prix - V1.10 - Released

In this update to Attia Stadt GP, I have fixed the significant bug to the pit exit and make a few small tweaks here and there.

There is not much to say about this update as the issue was identical to the issue found in Manhattan GP. The tirewall model is flawed. I now set all these tirewalls to not include a collision model, which seems to fix the issue where cars 'ghost' into the abyss of the track. I have however been unable to resolve the issue with the AI cars cutting corners and cutting through walls. This issue is caused by the AIW drive-line of which I am not a master of construction. If anyone is willing to help fix this issue without compromising the AI's speed and competitiveness around the track, please contact me.

There are some other minor tweaks throughout the circuit, but they hardly warrant an analysis here. Please check the Readme file for how to install and to see a complete changelog.

As always, my tracks which include Attia Stadt GP 1.10 can be downloaded directly from NoGripRacing HERE.

Enjoy!

Friday, May 17, 2013

Manhattan GP v1.55 Update Released

I released a major overhaul to my original Lower Manhattan GP (now known as Manhattan GP 1990) about two weeks ago. However it would seem that I did not check it thoroughly enough before releasing the V1.50. Within a day or so, a user found two bugs that can be crippling to the track. The first was what appeared to be a hole in the track surface and then a similar bug was found further around the track. It took me another week to determine exactly what the bugs were. As I stated, it seemed like a hole in the track surface. However after trial and error, I fond that it was a model surface that was invisible.

The tire wall at turn one was interfering with the track geometry, thus giving an illusion of a hole in the surface. The only way to rectify this issue has been to not only move the tire wall (and the concrete wall the tires rest against) but to remove all instances of it being a solid object. Therefore the tire wall at turn one is now purely cosmetic. I had to remove the ability for the tires to receive shadows as well as cast them, then convert the object into a 'ghost' meaning it has no solid properties. The actual concrete wall behind the tire wall is still however solid.

It would turn out that the second bug was exactly the same, but at a different corner (turn five). I have performed a similar fix which means that the circuit now has two 'ghost' tire walls around the track. All other tire walls should be solid. The other issue I had with the v1.50 was the AIW. I had made them very fast and very competitive (well I found they were with my skill level at 98%). However I have observed them cutting many corners and riding hard over the kerbs. I have amended the AI racing line just enough to reduce the frequency of the AI cutting the track by up to 70%. However if I make any more changes the AI will not be competitive. Already I have made such a change to the AIW that the AI now runs the track at around 2.5seconds slower (on average) than the previous version (v1.50).

A complete list of changes can be found in the readme file which are always included with my tracks. As always you can download the track HERE at NoGripRacing. I am not in a rush to release it to RFC just yet, so I recommend going to NoGripRacing to get the update.

Enjoy!

Monday, February 11, 2013

Reims Revivial 2012 - v1.1 Released

After undergoing surgery to remove a rather displeasing lump from the throat I have finally got back into making circuits. I had a good amount of time to think about why I bother uploading tracks to the community when I get very little in return. Ultimately the positive comments generally far outweigh the negative comments, and now I simply need to ignore pathetic criticisms in the future.

My tracks will continue to have my own personal 'fictional' advertising and imagination to them. I would only use more realistic advertising if I was working on a track that I was aiming to be oh a high calibre of accuracy to the real world counterpart. However I rarely make these sorts of tracks these days to avoid unwanted mockery of my skills.

Now to talk about the updates to Reims Revival 2012 v1.10!

I listened to the community and by far the biggest issue with Reims was the hole that I had overlooked upon its initial release a few weeks ago. This hole is now completely gone! I also removed the wonderful background image and replaced it with something dull in the form of the default background. I did this as it more closely resembles the region in France which does not have fantastic mountains. Finally the only other significant update is a modification to the bumps / terrain on track.

Initially I had intentionally gone for an aggressive bump profile around the track to emulate the real world layout which was not in the best condition in parts. However I have toned this back a peg or two to improve the AI's performance in terms of lap times around the circuit. Yet, I have not reduced the bumps to the extent that one or two individuals would have liked. If you find that the bumps are too rough then please consider these setting changes that I run :

- G27 Wheel (set to 280 degrees rotation, Full wheel ffb) + 86%

- Real Feel Plugin (latest version)
- Depending on the mod, either Real Feel settings or Strong / Medium FFB options
- TC OFF (or low)
- Stability Control OFF
- All other driver aids off.

I find it easy to drive around the circuit with these settings, if you find it hard with the bumps then be sure to keep practising and sooner or later you will get better at driving.


A complete list of the track version history can be seen below:
_________________________________________________________________________________
CHANGE LOG :
1.00 - Initial release

1.10 - Replaced skybox with 'default skybox' (to be more accurate of the dull landscape)
     - modified the bump profile
     - fixed bug / hole in the track
     - other minor tweaks
_________________________________________________________________________________

KNOWN ISSUES:
- Some F1 cars (particularly modern F1 cars) flip on the kerbs. This was not built for modern F1 cars.
- RECOMMENDED to run the track with Circuit Display settings set to FULL, otherwise some tree models will have an error.
_________________________________________________________________________________

As always, my tracks are best downloaded from NoGripRacing and you can get the latest version of Reims Revivial 2012 v1.10 HERE or simply search for it at Rfactorcentral.com


COMING SOON:
Attia Stadt Grand Prix, a fictional city / town Grand Prix set in the German / Austrian landscape.

Enjoy!


Thursday, November 8, 2012

Donington Park 1937 - Released

Donington Park was once a premier venue for Grand Prix racing during the 1930s. Over that period, the circuit underwent various changes to the layout. By 1937 the circuit was up to a 5.029km length which is what I have tried to recreate for Rfactor.

I have tried my best to bring the era of the 1930s Grand Prix racing to life for Rfactor with what I had available to me. However I have had to make a few compromises during the design process so that cars would actually be able to drive on the track. The real Donington of 1937 had some seriously rough bumps. In fact the approach to the hairpin was so steep that the cars took off and landed quite abrasively just before the braking zone. This was also the case on the run to the start / finish line. For Rfactor, I had to reduce the angle of these bumps as the AI would hit the bumps at almost full speed and the crash practically every time, thus I was one of very few cars to actually complete a lap during testing.

I then modified the bumps ever so slightly to reduce this change of annihilation of the AI cars, though now they brought their speeds right down to a crawl just before the bumps and thus, the following cars would crash into these near static objects in the middle of the road.
Ultimately, what I have done is modify the historical circuit just to a point that the AI can negotiate the circuit without a 100% chance of incident and be competitive. No doubt the purists out there will say this is no good as a result, but I believe it is a worthy compromise.

This is the first track in over two years that I have made multiple layouts for. The GP Course is that of 1937 as it was. While the Special Reverse is one that I found to be just as functional and fun during testing, so I decided to include it. I don't however believe that it was ever used in a reverse configuration during that period.







As per usual, you can download the track from Nogripracing HERE.

Thursday, October 25, 2012

Phoenix 1989 Proposal v2.5 - Released

I know that I stated that the latest version of Phoenix '89 would be ready over a week ago, though for what it is worth, I am releasing it today even without the camera updates.

Below are some pretty shots of the new and updated circuit. Be sure to head over HERE to NoGripRacing where you can download the latest version.

If you have the new old version v2.0 or v1.0, be sure to delete all the files and corresponding folders from your Rfactor/gamedata/locations directory before copying in the new v2.5 version to avoid any errors or hassles. Enjoy!






Friday, October 12, 2012

Coming Soon... in 1989

Coming very soon...

Phoenix 1989 Proposal v2.50. I have been meaning to change many of my street circuits from their initial releases now that I have learnt such a wealth about Rfactor track design. Phoenix 1989 is the first of what is sure to be many major updates to my existing tracks.

Most of my city tracks have very unrefined corners that are 90 degrees or more acute angles which look very rough. I have learnt much about how to improve surface materials for Rfactor that I feel it is time to go back and polish up many of my tracks to make them what I had envisaged they could have been but lacked the required skill set.

Phoenix 1989 is a good starting point for this process of cleaning up messy parts of my tracks. Now the circuit feels more real, more visceral, even though it is hardly a real world location!

I am now just in the process of some final adjustments to the circuit, but I am looking forward to a release on NoGripRacing in the coming days. In the meantime, here is a changelog of Phoenix 89' :


1.00 - Initial release

2.00 - entirely remodeled from scratch
     - new pit complex
     - new track layout / textures etc
     - new terrain elevation map

2.50 - reprofiled terrain and track
     - new cameras by Pycat
     - new walls / adboards
     - added new abrasive kerbs
     - added 4 more roads for a city feel
     - added more buildings / models
     - modified many buildings
     - modified track bumps
     - modified AI line
     - replaced / added all new Rodrrico advertising
   



Monday, October 8, 2012

Darlington Park GP 1992 - Released

It has been some time since my last post about my circuit building efforts. Finally after months of silence I have yet another circuit for you all to play in the form of a fictional Grand Prix of 1992, Darlington Park.

Set inland of the Sunshine Coast in Queensland, Australia, Darlington Park is a high speed circuit that effectively runs down a hillside and the back up again through a wooded area. It's design, layout and other defining characteristics are similar to that of the real world (now long gone) Rouen-Les Essarts. However unlike Rouen, I have set my circuit in the early 1990s as though it were built in the 1980s.

The circuit is very fast with around 80-85% full throttle in a 1990s-onward Formula One car. However, even though the circuit is very fast, the walls are very close. At least three locations will catch out the sleepy driver with barely a car widths distance from what is a high speed corner and a hard and unforgiving wall.

Darlington Park consists of 13 turns (15 total, though many are taken flat out and are hardly corners) and is 4.449km in length. The lap record in a 1992 Ferrari F1 car is 1:06.051 as set by me. I would like someone to beat this time, though only in the same car or at least an F1 from 1992. Naturally, more recent Formula One series will make this lap record look slow as I ran a Red Bull 2007 around the circuit in under 1 minute and 4 seconds.

Currently with its 1.00 release, I have not built a pit complex. This often takes a very long time and I have generally not built these complexes on many of my circuits as I do not believe I am a master of such construction. If you are interested in building a suitable pit complex, please contact me and we might be able to work together on this and other projects.

As always, my track is available at NoGripRacing here. If you would like a complete list of my tracks available at NoGripRacing then click here and you will see them all. A valid login is required to download my tracks from NoGripRacing. I believe they are the best community for Rfactor and other games, so I would recommend getting your Rfactor fix from them. Of course you can just click the desired link on the side bar to the left here.

Enjoy!

Wednesday, July 25, 2012

The trouble with DLC

Downloadable Content is not a bad thing. It is a good thing, but I do struggle to find it always justified by the cost that we pay for new or fresh or updated content. For example, Saints Row: The Third. A great muck around sandbox game. However once you have blasted through the very short campaign / missions. There is nothing to do in the city. Back in the day, GTA: San Andreas had a tonne of user made content available for free all over the net. Obviously some was rubbish, but a good portion was top notch and fun.

Unreal Tournament is another example of a great game made better by the community efforts. The power of the various Unreal engines made user made content a must have 'add-on' to the base game. Chaos UT was a brilliant example of user made content that was free and extremely well polished. However while the Unreal Engine's have been accessible to those of us for free, recent incarnations are not any where near as accessible as the great engines of the past. It was as though the developers were trying to tell us something. and that something was - if you want it, you better be prepared to pay for it!

Now back to Saints Row 3. It had been released as a solid game, but far to short. That was for a very good reason, there was much more to be added to the game but not until we had forked out an extra $20 for a bunch of new costumes, some silly weapons and a car or two. Since the first DLC packs came on the 'Steam' market there have been more than a dozen new DLC packs. All of which cost between $2 - $20 to download and add to the game. Not a single trace of user content can be found on Steam (at time of writing).

The sad part is that most game developers have gone down this path. Perhaps it is to justify their worth in the industry. That only they can make excellent content. But I know that there are many great modders out there who have either not been fully discovered or who want to remain independent. Don't get me wrong, I believe that most game developers are sublime and have made the games that we love to play and modify, but it also seems clear that the reason most of us cannot create content for these games is because they don't want us so. So they can continue to make money off titles long after release.

There is nothing wrong with that at all! In fact I believe that it was Maxis and their game The Sims, which effectively wrote the book on developer created content post release of a game. It appears that all the additional 'expansion packs' for the Sims had been ready to go with the game at the time of it's release. But rather than release it as a massive game, it was broken down into cuts of meat that could be bought separately after the initial game had been bought.


Now as a mark of respect to the developers. As games become increasingly complex and incredibly detailed. It does indeed become difficult to allow access to these dense algorithms that are modern games. The Total War franchise is a great example of this. Shogun 2: Total War is a brilliant game. I love it so much that I have probably aged just sitting in my chair playing it. However it has become too complex that there is no simple way to create a Software Developer Kit (SDK) for the Creative Assembly's latest game. That doesn't mean they haven't tried though. The developers have gone to lengths to make their game more accessible to modders. In fact they have written labyrinthine mazes of text about how to go about opening up their file packs for tweaking.

That is one example of how games are too complex to modify. Alas, there will be a time when simple modders such as myself will no longer be able to create unique game content on their own. Project C.A.R.S looks like about the closest thing to user content on a grand scale in that their company is funded my the community. However modders like me will never be able to make the well polished tracks and cars that they offer. Fortunately I and hundreds like me still have Rfactor and Rfactor 2 which thrive on user created content. In recent times I have begun to work with other people to improve my tracks. All the best circuits for download out there are rarely created my one person and mine are beginning to head down this path.

I have started collaborating with two key and very talented people. One is a camera expert who has done such a good job that he now is paid to make circuit cameras for game companies. I am truly glad that he is willing to work for free with my circuits. The other key person who has only just started to work with me specialises in texture optimisation. None of my tracks have been for sale as I have not given commercial usage rights to anyone. I believe that community content should remain free. Otherwise great game content for Rfactor like many others will become DLC.

Monday, July 2, 2012

Darlington Park Progress - 0.8

It has been many weeks but I have began to continue my work on Darlington Park. I should be ready to release an initial 1.0 version in a week or two after I finish building the pit area and a few other bits and bobs.


 As you will be able to compare, I am indeed improving upon the circuit. My first attempt at creating wall kerbs for Zaluzani 2.0 (Grand Prix of Bosnia) was a success, so for Darlington Park I am building upon my new-found efforts. This track will feature an open hairpin taken in second gear where the car will be able to ride the kerbs and run onto the 'Bosch' kerbing. If this goes down well then many of my planned future projects may feature these 'drivable' walls.


As you can see from the top view of the circuit, I have plans for two other layouts that I may build after the initial release. The short course cuts through the wooded area to be roughly 3/5 the length of the current track. The second track will be the historic layout that was abandoned due to the unsafe drops and trees that are 'heritage' listed. Currently in the above screenshots I have not put these trees into the scene yet.

Darlington Park is based on an Australian industrial area in northern New South Wales, however since I am effectively creating my own circuit and terrain geography I think it should be set in another country. If you can think of a good country for it to be based in that suits the hills around the circuit, let me know and I might just make that country the track location.

Of course, you may think - what is the point of that? It is just a name - wrong! If I find that the country suits, then I shall modify the track data to have the light, climate and conditions expected of that country. So get your thinking caps on.

Look out for the initial release in the coming weeks. Cheers.

Wednesday, June 20, 2012

Airport Terminal 1.5 Progress


Well I would love to start this post with lots of great screenshots of how I am modifying the circuit to improve it from its current 1.0 - 1.5 version. Of course, one would expect there to be many many changes for such a version leap forward, this is meant to be the case. I say 'meant to be' as it is not exactly working out the way I had planned. 

Originally I had planned to tighten up the circuit a bit, rebuild the pit lane from scratch, move walls / objects / S-objects closer, however this is all going pear shaped. I moved many track anchor points to tighten it up and make for an overall better racing experience. This ruins any terrain you have connected to the track itself, so it all had to be bulldozed to be added again. I did that, then I re-added it and moved all the anchors accordingly to hide any 'holes' in the circuit. Finally I moved all the walls, kerbs and what have you to realign with the track in its new configuration.

It was only after blasting around that I noticed that the track needed to be tighter again in parts, and more open in others. Repeat the same process and already most of the day is gone. I then notice that a rather large and notable issue has arisen. The second half of the track features a massive terminal with boarding gates hanging over the circuit. I have modified the overall height of some areas of the track which correspond with this particular area. Hmm, now I have a plane boarding gate effectively digging into the circuit just before the final turn. I raise the terminal building up a bit so that any car can clearly pass underneath, but now the circuit has a rather notable hole appearing on the opposite side where we can see under the object - thus breaking that 'wall' of believability.

I figure that by raising the terrain there I should be able to hide my error - oh wait - no. I have done too much and cannot go back as Bobs Track Builder often crashes when you undo changes (perhaps it is a windows 7 error with the software). Now I must remove all the terrain once more, fix the height of the track, then add the terrain back once again and move every object around the circuit! Ah how frustrating.

In fact I was so annoyed that I packed it in last night and went to bed. Today is another day, and I may look at fixing it up once more. It sure is a great deal of effort for some fairly tedious changes to the overall circuit!

Tuesday, June 19, 2012

Grand Prix of Bosnia - Zaluzani 2.0 released

As explained in the title more or less, I have released Zaluzani 2.0 on NoGripRacing here.


It is listed as an entirely new entry on NoGripRacing as I built it from scratch. There are a number of clearly notable differences between 2.0 and my last effort 1.10. The first and foremost being the flip from a clockwise circuit to a counter clockwise running. Now the circuit flows in the direction that it does in the real world. The next most notable change would have to be the GPS data used in the textures. Now as you race around the circuit you will see the remains of the once grand complex that was the Zaluzani circuit facility.

I have added a vast number of trees and bushes to the circuit as well as a few buildings to make it feel a little more alive. I also added many many walls around the circuit to confine cars to the road and not to exploration. I have reduced the grid size down to 38 cars as 40+ was probably too many for a relatively short simple course. The cameras have been built entirely by Pycat who is a fantastic camera mapper for rfactor and other sims.

So what are you doing, go and race on it now!

Wednesday, May 9, 2012

Darlington Park (working title) progress

I have already moved to my next project, Darlington Park and as you can see, I am a busy bee lately.

I am not yet sold on the name 'Darlington Park. It is named after the basic circuit I found HERE at Gdecarli however I am an Australian and not a fan of circuits set around our landscape as a whole. Why, you might ask. Well I grew up in a very lush and beautiful area out of Sydney known as the Southern Highlands. Sadly not very much of Australia looks as this does. It is dry and the grass looks as cornflakes does if you were to put some in the oven. I prefer the greenery of Europe, which is why I have placed rolling farming hills around the circuit. It is much more appealing visually than the dry stuff Australia is known for.

Anyway, I am known for making circuits that while are based on actual real world locations, they do not resemble them down to a fine tooth and nail level. Darlington Park, will be just that. It will be a late 1980s early 1990s circuit with a 1960s and early 1970s feel. I do these sort of circuit predominately as I love the 1990s and 1980s Formula One eras more than any other and the Rfactor mods of this time are mostly outstanding and a joy every time you press 'race'.

Darlington Park is still a little while off. I am aiming to release it some time in the coming fortnight, however with my worldly commitments, time shall tell if I am able to stick to this plan.

Have a good look at the pictures, as even though it is likely to change a fair amount, the basic layout will not alter.

Thanks.

Thursday, May 3, 2012

Bulgarian GP Course - Released


The Bulgarian GP was planned to first take place this year in 2012, however it has been shelved and will probably never see the light of day.

I took the initial design from the only know concept art and made this circuit. The Bulgarian GP Course is 5.993km in length as I estimated and found that it works quite well and doesn't have a 'tilke' feel in its current configuration.

None of this is intended to be accurate of the proposed circuit, but more of a 'ideal world' design.
Track design from start to finish 5 days, I had origianlly made a version of the track but due to various corruptions it was unusable and I started 100% from scratch just a few days ago and have now released it to NoGripRacing here.

Please download it and rate it for me.

Enjoy folks!

Bulgarian GP, this time tomorrow!

Yes, I have completed my Bulgarian GP Course and will be releasing it tomorrow at NoGripRacing.

I am just recording some flying laps for youtube and NGR. Then I need to pack the whole circuit into an online format and it should be up and ready for download tomorrow afternoon. If you can't wait that long then I have some screenshots for you all to look over.







Enjoy!

Wednesday, May 2, 2012

Bulgarian GP not far now

For those of you who have been following my circuit design for some time, you may notice in the various readme files that I have listed the Bulgarian GP as one of my planned releases for Rfactor. For many reasons my original riddled with corrupted files and to no anvil I did attempt to fix it.

Thanks to being made redundant from my photographic work at a museum I have a wealth of time in which I have set aside a good chunk of it to finally realising my plan and starting again from scratch, the Bulgarian GP at the proposed Sofia circuit.

I had very little to go off. In fact, I had but only one known concept drawing of the proposed circuit that even featured in F1 Racing magazine some years ago now. I do not know how long the circuit is (as in Metres / Kilometres) so I had to guess to the best of my ability as to its length and even the various elevation changes - assuming there are any at all!

Above is the conceptual photograph of the Bulgarian GP circuit situated just out of Sofia.

Above is my rendition of the circuit.

As you can see, it is not 100% accurate. Arguably, it might not even be 50% accurate, however since the whole thing has not gone ahead in reality, I feel I can have some more 'creative' freedom with the circuit design.

I have tried to remove as much 'Tilke' from the equation by making the corners a little more open then perhaps the concept art had originally suggested. Turn 14 (I am yet to finalise names of the various corners), which is the second last sweeping right hander before the start finish straight, is much shorter and tighter in the concept for example. I also lengthened the straights of turn 7 & 9 as I found with the concept version I was barely maxing 4th gear in a 1991 F1 car. Now it is certainly a 4th flat or I found that I can get it fairly high in the revs in 5th.

Have a good look at both pictures and see what you think. As always, my circuits are never meant to be 100% accurate, as I lack the skills, time, software and all that sort of thing that some truly brilliant game level / map makers have. I am however very happy that I have finally got it and almost ready for public release.

Just to put you in the picture as to how my skills have perhaps progressed since starting circuit building way back in mid 2009, below is a picture of my original 'Sofia GP' design as based on the same concept art shot as my version I a about to release - and this was my third (originally) track editing effort back in the end of 2009.

I sure have come a fair way! Look out for the Bulgarian GP circuit to be release to NoGripRacing in the coming days.

Enjoy!

Monday, April 30, 2012

Chernobyl NPP v1.3 released

I have released my latest update to the Chernobyl NPP circuit. It is available here at nogripracing and as always you will need a member's account to access the download link.

Unfortunately the release was not the 1.5 or even 2.0 version I had been aiming towards for a release. I struck yet again the same problems with converting my models into files for BTB and rfactor to use. The .png files were being compressed so much that the alpha channels simply turned black, thus the detail on reactor no. 4 cooling tower are very low still. In fact, any scaffolding on the circuit that is my own has the 'negative space' filled with a black texture. This is truly frustrating as it does not reflect my efforts in circuit design, it seems to be a bug in the Xpacker program that ruins the .png files.

I naturally want this fixed some how and am absolutely open to advise and help from anyone in the Rfactor and BTB community who can help me fix this problem that has plagued many of my circuits. I am however happy enough with the current build of the track to classify it as a v1.3 and released it.

So what are the changes you might ask? Well they are mostly cosmetic, but valuable changes that improve the overall circuit design and aesthetics. The most notable are :

1. Sand traps. I have watched a few videos online of people setting blisteringly fast laps around NPP, however all the lightning laps use a little more than the circuit I had designed. Generally people are using the run-off areas as a means to generate more speed or not need to break as hard. The main offending area was turn's 1,3 6 and 7. Using the run-off areas in these places can quite literally take seconds off the lap times. Now the AI don't do this so I have changed all the run-off areas to be tighter with closer walls and populated the circuit with sand traps. While you can drive through the sand traps relatively fast, they do hinder blistering speed and thus from version 1.3, we should see more realistic lap times within the confines of the track itself.

2. Crisp, sharp and smooth track corners. I have set the 'panels per metre' much lower in all the corners, and the tight corners now have 1.0m panels. This means that the corners now look more as though they were drawn with protractors in stead of a ruler. While this is mostly cosmetic, the track surface is where the 'heat' and 'grip' are, so now utilising the whole track surface should mean that my record in a 1992 March F1 will be beaten soon. For what it is worth, I am only interested in lap times in the same machinery. Naturally a 2012 F1 will smash the 1992 record, so I don't care about them or even regard them as new records.

That is pretty much it. I have added some trees here and there and boosted the shadow quality of many areas around the track, but for the time being, these changes will do for now.

Okay off to my next project, enjoy folks!


Friday, April 27, 2012

New NPP on the way!

Hello! Is this thing on?! Well I am finally back in business and creating circuits for Rfactor once more!

It has been some time since I genuinly got stuck into circuit making but I am now pleased to announce that I have started working nice and hard away on some creations. The first to come out to the big wide world will be Chernobyl NPP 1.5 / 2.0. I have not yet decided if the major updates to Chernobyl NPP are worthy of a v1.5 or a fresh 2.0 status. It is the same circuit, but (should) have major improvements to everything other than the actual track itself.

These include the wall data, sand traps, new and better objects, better cameras and a bunch more tweeks. The most notable will certainly be the new and much higher resolution Reactor No. 4 which effectively takes up around 1/3 of the viewable space for objects. Originally I had created a model that (at the time) was not convertible to an Rfactor image reading format. Therefore the scaffolding surrounding the main reactor 4 looked dodgy and the iconic cooling tower had such a low resolution poligon output that it looked like one solid black structure. Hopefully with my hard work, the new model(s) will look vastly better without compromising frame rate in game.

As you can see in the screenshot, it looks much better than the current model in game in Chernobyl NPP v1.1.

Progress is going so quickly that I aim to have the new version of the track available from the end of next week (the first week of May). So look out for it at NoGripRacing as always.

Once I have completed my new version of Chernobyl NPP I will begin working on my 1970 Imola version as again this should be a quick turn around project before moving on to a fully new and fresh project that I am still um'n and ah'n over.

UPDATE 28/04/12:
It would appear that BTB is not playing ball and I still have to heavily compress the models including the one above in the screenshot. I will however still continue my work on NPP v1.5.

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!