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Simracing per tutti: iniziare spendendo poco

I costi nel motorsport reale sono proibitivi... ma nel simracing si può cominciare spendendo poco!
Simracing per tutti

    rF2: Le Mans Bugatti by ECAR

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    Notes of v1.00
    First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data).
    Redone track's night lighting, eliminated TGA textures, grouped light glows for optmization.
    Moved time-strap sectors
    Corrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behavior
    Corrected wrong properties (collide or HAT) of several objects.
    Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1).
    Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss' picture database)
    Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks
    Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures.
    Added two DRS zones (2)
    Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties.


    Improved AI fast line and overall speed to increase offline challenge
    Corrected AI right and left lines to avoid offs when pace laps
    Improved AI pit entry and exit line
    Better AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits
    Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters.
    Reviewed Track-Side cameras set
    Replaced Safety-Car to a safe place
    Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior.
    Added specific AI learning files for several cars (3)


    Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4)
    Created far LOD objects for some high-poly instances
    Full revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system.
    Created Shadow Groups to improve performance in low end computers
    Created non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes)
    Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect.
    Occluded a lot of unnecessary objects from mirrors to improve FPS
    Excluded a number of unnecessary objects from reflected environment and car cube reflections.


    Another pass on track material light properties
    Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max)
    Replaced placeholders windows frames and other metal structures to final ones.
    Improved terrain ambient occlusion through alpha channel painting
    Inserted grass-tarmac alpha transition
    Corrected excessive vegetation night light reflectance
    All environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file.
    Replaced some vertex-coulour painted objects by actual textures
    Added main yard as real-road to darken when raining
    Improved kerbs texture 2048 px and remapping
    New grass with reversed wrong pattern which induces too dark grass areas
    Created detailed far outfield with blended grass texture
    Other minor corrections on texture mapping, replaced concrete textures, etc


    Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones)
    Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture)
    Corrected Z elevation of several objects as TSO vehicles
    Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area around
    Added very low-poly TSO cars in park lots
    Added invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident
    Added some Real Road pre-saves


    *Additional Notes - V.1.00*
    (1) The red obstacles is lower now but the cut corridors are the same. In addition, the red material have a high tyre-wear value to discourage human players to cut track. I suggest to cars modders to have a special attention on their collision feelers, there're several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs.
    (2) There's no visual indication of DRS zone so you'll have to keep your eye in car's panel until get used with the start positions.
    (3) It seems rF2 engine is not able to automatically load the AI learning files from package yet. However, when it get fixed the TL3 files are already inserted in a specific MAS file (you might unpack to manually put it in correct folders ore, easier, get in alone in a practice period with fuel usage and damage off, add one AI car and type

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