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Top Gear Test Track - Dunsfold Aerodrome by Entropyxel v0.90b


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Dunsfold Park for rFactor 2. Top Gear Layout - V0.91 (complete package - uninstall previous one)

Download link v0.91

Update V0.91 - Changelog:

-Side Cams added

-AIW improvements

Installing procedure:

Uninstall and delete old component and update, then put the 0.91 component in your package folder and install.

--------------------------------

Know Issues:

Tire Stacks are ATM single sided so I've to fix the main istance for next updates.

Some small collision objects around the road has been disabled until the soft collision model is fully implemented.

The far side of the track (pitlane) is totally unfinished, so do not worry about the rubbish stuff all around... :)

Some special thanks and credits;

Thanks Tosch for Cams and the AIW improvements.

Manfred Jahn, for the FSX C47/DC3 license of usage and model optimization for rF2.

Ethone, for the AIW editing

Luc Van Camp and Michael Borda, for the priceless help

Mike Cantwell, for the nice Dunsfold picture package who helped my finding some good details.... :)

 
 
 
Dunsfold Park for rFactor 2. Top Gear Layout - V090

Download link v090

Download Update b0.90B (altre informazioni qui)

Know Issues:

Trees

edges and every object using the Chroma blending will looks bad

(flashing and edges popping up) because the Transparency AA is actually

disabled by ISI for singleplayer (it's still available just for the

viewer), but I guess will be turned on again in next builds.

Possible AIs collision in pitlane due some not aligned "garages".

Sometimes you can get yellow flags even after a crash cleaned out.

No side cameras yet. Everybody wants to create some good cams package is welcome...wink.png

Tire Stacks are ATM single sided so I've to fix the main istance for next updates.

Some small collision objects around the road has been disabled until the soft collision model is fully implemented.

The far side of the track (pitlane) is totally unfinished, so do not worry about the rubbish stuff all around...smile.png

Some special thanks and credits;

Manfred Jahn, for the FSX C47/DC3 license of usage and model optimization for rF2.

Ethone, for the AIW editing

Luc Van Camp and Michael Borda, for the priceless help

Mike Cantwell, for the nice Dunsfold picture package who helped me finding some good details....smile.png

Actually

I'm getting a solid 60fps with my aged HD6870 and forcing a Standard 8x

Adaptive Multisampling AA (the setting I used for screenshots) on the

CCC.

All

settings are maxed out except for shadows blur turned off. The HDR

profile is called Aggressive Clear. I hope something will change for the

incar light histogram, because as it is now is almost impossible to get

a good view with HDR for non-OW cars. I tried to compensate the problem

managing both gamma and autoexposure for daylights, this helps a bit

but the massive overexposure on cockpit view are still there.

I hope you'll enjoy the track. smile.png

Some driving tips:

tgcorners.jpg

TURN 1 (Crooner Curve) - 3/4th gear for slow cars, 5th gear for racing/GT/supercars

The

first turn is barely a turn at all, although it sometimes demands a dab

on the brakes to stop you piling into the next corner too quickly.

TURN 2 (Willson) - 4th gear for slow cars, 3th gear for racing/GT/supercars

The

first proper turn on the track, ad the first corner you usually see on

TV when Stig's lapping a car. Don't let the bump on the way in unsettle

the car, and let it run wide on the way out.

TURN 3 (Chicago) - 3/4th gear for slow cars, 2th gear for racing/GT/supercars

It's

hard on the brakes and around the tyre wall. Designed by the big brains

at Lotus, this is what they call a "steady state corner", designed to

sniff out under-steer or over-steer in badly setup chassis.

TURN 4 (Hammerhead) - 3/4th gear for slow cars, 2th gear for racing/GT/supercars

It's

very hard on the brakes for a left and right flick through here. Go in

too fast and you'll get horrible understeer. And remember not to jump

back on the throttle too soon or you'll make a mess of the exit.

TURN 5 (Follow Through) - 5th gear for slow cars, 4th gear for racing/GT/supercars

You can really open the taps for this sweeping right-hander.

TURN 6 (Bentley) - 4th gear for slow cars, 5th gear for racing/GT/supercars

At

the end of Follow Through comes this full throttle jink between the

tyres and the grass. GO in tight to the apex and brace yourself as the

car thumps hard over the worn-way join at the end of the tarmac.

TURN 7 (Bacharach) - 4th gear for slow cars, 3th gear for racing/GT/supercars

Go

hard on the brakes again and try to get your line right as you drive

into the second to last corner. It is easy to lose it here.

TURN 8 (Gambon) - 4th gear for slow cars, 2/3th gear for racing/GT/supercars

Get on the brakes again and flick it in for the last corner. It's easy to get a car drifting here (someone almost flipped lol).

PIT LANE;

To

get the pit you've to go straight on the main runway, missing the

Bacharach turn, until the last red/white plastic barrier at the end of

the Runway, and turn to the left in the main pitlane

 

http://isiforums.net/f/showthread.php/4905-TOP-GEAR-DUNSFOLD-AERODROME-%28Multi-Layout%29'>TOP GEAR - DUNSFOLD TRACK - WIP 2012 by Entropyxel

Hi all. This is my WIP on Dunsfold track, made from scratch for rFactor 2.

The project will include 7 differents layouts:

- Top Gear Test Track (first release)

- Drag Mile

- West Loop

- East Loop

- East+West Loop

- External Loop (main track around the airport)

- Multicar race circuit (based on a mix of the Top Gear layout and the external track)

WIP %:

Distant terrain modeling (DEM terrain conversion): 100%

Track modeling (surface mesh): 100%

Track details modeling (bumps, patchs, manholes, edges etc..): 60%

Track paintings texture/mapping (lines, paintings, decals etc...): 85%

Buildings modeling: 70%

Buildings texture/mapping: 60%

Track objects (Twalls, Signs, Lamps, Fences...etc): 50%

Cement/Concrete areas modeling/mapping: 50%

Parkings lots, garages lanes etc modeling/mapping: 40%

Grass areas modeling/mappings: 40%

Trees modeling/mappings: 40%

Treelines modeling/mappings: 30%

Out of Track vehicles modeling/mappings: 5%

Aerodrome Planes (747, DC3 etc..): 60%

Cams: 0%

AIWs (thanks to Ethone): 10%

TDF: 80%

All glass reflections are temporary off.

Stay tuned...

http://i.imgur.com/Jdr0E.jpg'>Jdr0Es.jpghttp://i.imgur.com/D5uCJ.jpg'>D5uCJs.jpghttp://i.imgur.com/oxeMq.jpg'>oxeMqs.jpg

http://i.imgur.com/9rK7W.jpg'>9rK7Ws.jpghttp://i.imgur.com/3V9G2.jpg'>3V9G2s.jpg

Another view...(grass not finished)

http://i.imgur.com/7wwok.jpg'>7wwoks.jpg

Rain test...

http://i.imgur.com/mVRvu.jpg'>mVRvus.jpg

The old Aircraft Parking Lot area on devmode:

http://i.imgur.com/gBuVS.jpg'>gBuVSs.jpg

A detail of a 3d grass sample (testing..) and other stuff (gambon view):

http://i.imgur.com/QdidL.jpg'>QdidLs.jpg

Gambon area (Develope Mode):

http://i.imgur.com/m4LDG.jpg'>m4LDGs.jpg

Edited by Uff
Link to comment

Yep...the "3D grass/flowers" works fine and seems to have almost zero impact on fps...

...about the Follow Through flat out corner, of course, I will model a lot of grass/dirt/gravel details inside this part. The track mesh isn't flat on the road edge, as the real life...so when you cut these corners you've to fight against your suspensions..

Dmt0js.jpg

Ok...I've found some nice shots of this breaker building (there are 2 of this...) and now it's ready for the track..

kZY9Ls.jpg

Link to comment
  • 3 weeks later...
The track is still in development. These are some of the new contents;

- Downhill elevation before the corner 1, 100% modeled and exported.

- Some animated Marshals around the track

- New (remodeled) Building 57/58 with more polys and new maps

- Sewers around the track

- Road Reflectors modeled, mapped and exported.

- New Aero Ambulance MD900 G-KSSH modeled, mapped and exported

- New Douglas C-47A Skytrain modeled, mapped and exported

- New collidable/movable Tirewalls

- New trees BB around the track (not 100% satisfied but for now are ok...)

- New Buildings, 3D wood fences, dome cameras and various objects around the track.

- New Red/White Plastic Barriers to close the track, modeled, mapped and exported.

- New Solar Panels near the Downhill.

I'm waiting for the new build to see if some bugs has been fixed, then I will release some new previews.

Thanks mate...smile.png

Link to comment

tuttle continua a sperimentare con risultati davvero eccezionali! Come potete vedere da questo post in giù, l'autore della pista sta provando nuove tecniche per i valori e modificando anche la resa dell'HDR. A suo dire c'è davvero tanto che si può fare con tutti i parametri che fornisce rF2 e, a giudicare dai risultati, pare proprio così.

J3B7Ws.jpg 0XAPIs.jpg XnCgxs.jpg m8wshs.jpg

Link to comment
  • 1 month later...
  • 7 months later...

Ok. I spent last 3 days working on Dunsfold, to fix shaders settings and closing some stuff in the Top Gear area for both road physics and modeling/textures. The far section of the circuit is still in development and you'll see a lot of draft/placeholder stuff all around, so do not worry about. I'll need other 1 or 2 days to deep test the track and making groups, so the first beta release will be tuesday or wednesday. This is the actual version, the same I'll release next week. Pictures are unedited and are using a dedicated HDR profile;

Edited by Uff
Link to comment

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