Belgium 1966 by ISI v2.0 - Circuiti extra (extra tracks) - DrivingItalia.NET simulatori di guida Jump to content

Simracing Academy: l’arte di correre (Vol. 2)

Appassionati di simracing, bentornati nel nostro viaggio con il quale vi stiamo formando per diventare dei provetti piloti virtuali! Oggi è il momento di capire come difenderci quando un nostro rivale tenta di “rubarci” la posizione...
Simracing Academy Parte 7

CIGT ACI ESport: regolamento, iscrizioni e prequalifica!

E' giunto il momento di iniziare a scaldare i motori virtuali del Campionato Italiano Gran Turismo ACI ESport 2021, che si svolgerà con la versione PC di Assetto Corsa Competizione...
CIGT ACI ESport

SimracingGP DrivingItalia: gare e tornei gratis per tutti

Ci sono già oltre 280 piloti italiani nella community Simracing.GP di DrivingItalia, per correre gratis gare e tornei "for fun" con Assetto Corsa ed Assetto Corsa Competizione! A breve anche RaceRoom ed Automobilista 2
Community Simracing.GP DrivingItalia

Recommended Posts

  • DrivingItalia.NET VIP

This is by far the oldest track in rFactor 2, and being tailored to rFactor 1 technology, it was already showing it’s age the day rFactor 2 went public. It’s also had a bit of a torrid history, with vegetation sources lost in a hard drive crash. It wasn’t a track we were particularly keen on revisiting, but because it is such a popular venue for the historic fanbase, it really did deserve some polishing – minus those vegetation meshes of course.

As usual with these v2.0 releases, we’ve cleaned it up and optimized it as much as possible, and implemented most of the latest technology. It may still be the oldest track in rFactor 2, but Belgium 1966 now wears its age rather well.

 

Download: 306MB

News post: http://rfactor.net/web/2015/10/16/updated-1966-historic-tracks-now-available/

 

Changelog:

Bias fix for all materials/stages
Various MIP texture fix to avoid flickering and glitches
Various 3D models fix to limit flickering and glitches
Improved outer scenery (mostly to hide bigger holes)
Removed obsolete materials
Removed obsolete textures
Completely new set of LOD Out values to reduce models popup while driving
Completely new set of Shadows Out to reduce shadows popup while driving
Fixed floating trees in the distance
Fixed terrain holes (tuned LOD out) in the distance (for both back and front)
Fixed terrain edge textures to avoid lateral “”running”” white glitches
Fixed houses albedo and saturation
Fixed buildings element detaching/smoothing
Fixed buildings/houses with broken AO mapping
Fixed Buildings albedo maps
Fixed Structure albedo
Fixed Crowd albedo and saturation
Fixed Vehicles albedo, saturation and reflection
Fixed Animals albedo and saturation
Fixed mats using a black specular color
Fixed powerline intersecting houses
Fixed floating Haybale
Fixed chimneys flickering
Fixed building cornices flickering
Fixed Yellow banner flickering
Fixed Blue sponsor flickering on building
Fixed terrain smoothing
Fixed road mesh gaps and T vertex
Fixed terrain gaps
Fixed overhang composition to limit flickering
Fixed pit exit road
Fixed Loading Screen to show correct max vehicles and new logo
Fixed bridge flickering
Fixed houses windows flickering
Fixed doors and extrusions flickering
Fixed sponsor signs flickering
Fixed houses sponsor flickering
Fixed BP tower flickering
Fixed Shell tower flickering
Fixed stickers on marshal huts flickering
Fixed some overdone material speculars
Fixed RaceGroove map
Fixed Groove line reflectivity
Fixed distance signs popups
Improved glass materials
Racegroove map balancing to avoid a pitch black groove line for saturated RRBINs.
Overall terrain/surfaces albedo/saturation tuning and color balancing
All Billboards albedo/saturation pass
All Normal Maps channels fix
Improved materials where using just T1 (added spec and normal)
Improved surfaces/mat fresnels for houses, buildings and structures
Improved RealRoad material settings/specular/fresnel/color dominant
Improved RealRoad material Normal Maps
Improved Road details/multi
Alpha to Chroma conversion to reduce the impact of transparency renders
Fixed wrong sorting/fight between treelines and outer ring
Stone/Concrete walls remapped and improved
New textures pack for garage sponsors
New textures pack for main sponsor towers
New textures for sponsor flags
New texture for concrete barriers
Sponsor signs 3D model normalization (to avoid streched projection)
Sponsor signs remap
TDF tuning to match actual standards
New texture set for main trees
Tweaked Fog range and intensity
Tweaked MaxRange to limit shadows running
HDR profiles removed
New Loading Screen
Test Team RRBINs added
Improved CAMs
Some Join Path Tweaks
Minor corridor restrictions
AIW tweaks
Track is now labelled as Belgium 1966 instead 1967
New 1966 track logo version
Re-estimated fuel usage
Attempt to narrow some lines and make AI take a more conservative approach
Added support for two more cars
Some TDF tuning to match latest standards

 



This post has been promoted to an article
Link to post
  • 2 years later...
  • 5 weeks later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.