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  1. The Automnotodrom Grobnik Rijeka lies on the Croatian coast, in the mountains above Rijeka city. Circuit runs in an anti-clockwise direction with a total distance of 4.17 kilometres (2.59 miles) which includes a series of long straights and fast left-right sweeping corners. Track it self is because of that very challenging to drive, specially in a cars with a low downforce. Although the circuit is approved by the FIM (Fédération Internationale de Motorcyclisme) and the FIA (Fédération Internationale de l’Automobile), the focus is mainly on training, testing and particularly on concerts which perfectly fit with the beautiful surroundings. From 1978 to 1990 it hosted the Yugoslavian motorcycle Grand Prix races where ases like Roberts, Lawson, Rainey and other famous riders were winning. Author: Bojan Pintar (origianlly for rFactor) Converted: Mitja Bonca Track offers: - 24 pitboxes (same number of grids) and working pitlane - fully working AI (which passes each other) - trackmap - brake marks (skidmarks) - 3 cameras - it feels like you are there for real download
  2. Fonte. PIKES PEAK (USA) Download v0.7 Beta
  3. Uff

    rF2: Monaco e Belgium aggiornati

    Il team ISI ha rilasciato un doppio aggiornamento per il suo rFactor 2: sono infatti disponibili le nuove versioni 2.0 dei circuiti storici del 1966 di Monaco e Belgium. Come vedete dagli screens di anteprima, Montecarlo e Spa non potevano essere più splendenti!
  4. 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
  5. Abandoning our historic content? Not likely! Now all three 1966 GP tracks have been given the spit and polish they deserve… Uninstall and delete your currently installed version, then either download the tracks below, or grab them directly in the rFactor 2 launcher packages icon! Both of these tracks, set in 1966, are an insane testament to the bravery and skill of GP drivers during the 1960’s. While both tracks use public roads, they couldn’t be more different! Monaco Update Info: Monte Carlo concludes the set of historic track content updates (Italy was updated recently as well). This is the least friendly track in terms of optimization potential, due to its claustrophobic nature. On top of poor performance and massive stuttering on some systems, the old version was also plagued with countless popups in an attempt to limit the number of rendered polygons, and reduce the load on the hardware. After this optimization pass, both the popups and the stuttering are gone, while performance has remained equal or better, resulting in a much smoother and more consistent driving experience. Additionally, we’ve given each object, material and texture a quick polishing pass, and cleaned up the old art and its glitches as much as possible to bring our historic crown jewel up to modern spec. Download: 287MB News post: http://rfactor.net/web/2015/10/16/updated-1966-historic-tracks-now-available/ Changelog: Implemented latest RealRoad shader Optimized road and terrain objects for smoother performance Cleaned up and improved road texture set Made road textures tile better Improved road wet masks Improved trackedge and sidewalk specularity and wet mask Replaced textured stripes with physical ones Rebalanced painted stripes textures Implemented new terrain shader Vertex painted terrain for new terrain shader Remapped terrain for new terrain shader Fixed a few minor terrain gaps Fixed a few missing terrain shadows Optimized armco and other barrier objects for smoother performance Optimized fence textures and materials Enhanced stone walls normal maps Made tunnel a bit darker Improved sponsor logos Optimized billboard vegetation for better and smoother performance Applied subtle random vertex colours to vegetation Improved vegetation texture set Fixed transparent tree issue Reduced vegetation flickering Removed messy cubemap reflection property from building materials Optimized building materials Optimized building objects for better and smoother performance Fixed smoothing on buildings Cleaned up and improved building textures Optimized LOD and shadow distances on all objects for better performance Optimized grandstands Optimized crowds Slightly enhanced billboard crowd textures Slightly improved marshal textures Removed pitlane props to reduce the load in the busiest area Fixed various UV glitches Fixed dozens –if not hundreds– of object and shadow popups Cleaned up messy wet reflections Repopulated all reflection maps Tweaked fog values Optimized and cleaned up night lighting glitches Reverted MIP Map bias to default Updated TDF to latest set of values Set speed limit to 999 Defined more realistic movable object reactions Removed HDR Profiles Cleaned up, replaced and improved trackside cameras Replaced loading screen with new HD version Improved AIW Added Test Team RRBINs
  6. Mountain Peak Speedway v1.2 Now Available! Our Mountain Peak Speedway has been updated to version 1.2. This update brings in support for 43 cars on the oval configuration along with a small number of other fixes and tweaks. Download – 238MB Changelog: – New AIW – Added support for 43 cars – Other minor tweaks screens http://rfactor.net/web/rf2/screenshots
  7. Fonte. so smooth, almost perfect, and that's just one example. I also fixed the kerbs, they were way too aggressive, now you can actually use them + some texture upgrades. There still are some issues like the mountain on the right between turn 4 and 5 and some corners need more polys judging by the white lines but those are details that wont take much time so from here it's pretty much downhill meaning barriers and tire walls should be back like tomorrow and then the actual progress will begin. nuova beta 0.55
  8. conversione della versione originale creata da AdriánIzquierdo per rFactor (Fix for AC v1.2.2) - New AI file for stage. Stage should now work as before. Installation: Overwrite old ai folder. Located on ...content/tracks/montecarlostage3/ ----------------- Monte Carlo Stage 3 - v1.03 Download: (Please delete old Monte Carlo Stage 3 folder) http://www.mediafire.com/download/mavkp7msp4css8c/AC_Monte_Carlo-Stage3-V1_03-TTM.rar ----------------- Download link for BMW M3 e30 studded tires: (Copy all textures to example ...cars/bmw_m3_e30_dtm/skins/black folder.) http://www.mediafire.com/download/62abq3sl84uveac/AC_studded_tires-bmw_e30_m3-TTM.rar ----------------- Hi! It's time to release update for Monte Carlo Stage 3. This is final version and i will only update it if it doesn't work with newer versions of Assetto Corsa. Stage contains 4 different type of surfaces with different grip levels. I used for Monte Carlo Special Stage 3 - V1.03, rFactor version by AdriánIzquierdo as base for my versions and i have his permission to release stage.. Stage info: Pure fantasy 13,6 km stage 15 pitboxes - quick race with ai doesn't work anymore after AC V1.1 update and i don't know how to fix it or if it's possible to fix. Multiplayer should work, but not tested. I prefer to use ambient temp 10°c and not better track surface than green. Changelog v1.03: Fixed wooden barrier bug Small changes to surface file Some optimizations Changes to replay cameras
  9. Hello everyone! This is my attempt at recreating my hometown's track, one of Brazil's oldest race tracks. I've decided to start it from scratch since most of the existing versions of the track have several inaccuracies on the track layout, as well as to simply gain 3D modeling experience. This is a work-in-progress. The current version has the tentatively final track surface, with 35 pit boxes and grid slots. It's missing just detail at this point -- buildings in the infield, trackside advertising, etc. The track, for those not familiar with it, is fairly short (3038 meters long) with many elevation changes. It runs counterclockwise. v0.6a Fixed it for AC 1.1 Converted all textures to DXT5 v0.6 Optimized most textures so the filesize is smaller Added more surrounding terrain, as well as trees Added tire barriers v 0.5 Redone kerbs Hopefully finished infield terrain Added some buildings, improved a bit on the main pit building More barriers Download link: https://mega.co.nz/#!yJhXXLCb!D9Uz4-JbSNm-VfVdbOUuBcStG7sRXeXn-fKcou8rvqo Extract it in your steam folder\steamapps\common\assettocorsa\content\tracks.
  10. DOWNLOAD v0.7 2012 layout of the TT Circuit Assen, The Netherlands. As raced on during track days. ​ V0.7 is out now! The video isn't that great, so just drive it yourself. Screenshots: V0.7 changelog: - Reworked a lot of textures and materials. Most of them are still a WIP - 3D grass - North loop layout added - Ideal lines added - Grooves - Fixed TV cameras - Added spectator cameras - Bumpier physics mesh - Fixed grid positions - Fixed i3 position - Added trackside objects (speakers, advertisment stands, light poles, entrance gates) - Loads of minor fixes (position of dirt paths, concrete slabs, kerb length on some corners, tirewall height Stekkenwal, tirewall position Ramshoek, tirewall pit entry, position of TT logo Ruskenhoek, etc) - Fixed rain gutter position Ruskenhoek - Added barriers at Ruskenhoek - Fixed pitwall height at pit exit Known issues: - At Stekkenwal, a few trees are skewed
  11. Hi folks, Since its initial release, the Portugal International track had been plagued with unusually bad performance with heavy stuttering. We’ve looked at every object in-between track projects to optimize the place as much as possible, and gave it a face-lift while we were at it, incorporating the latest technology. In the end, it turned into quite a big project that needed this one final push to complete our planned task list. Had we released incremental improvements, this release would easily be worthy of carrying the v3.0 label instead — it’s that much of a change compared to the other tracks we’ve updated. This one needed it. The end result is a very smooth experience compared to the earlier versions. Enjoy! Profile: http://rfactor.net/web/rf2/tracks/portugal-international/ Download: http://www.mediafire.com/download/6znt0222v1bq0ld/ISI_Portugal_2009-v200.rfcmp - 323 MB Screenshots: http://rfactor.net/web/rf2/screenshots/ or download - https://www.dropbox.com/s/azko0b80exrqpjg/20150710_Portugal2.0.zip?dl=0 News item (source): http://rfactor.net/web/2015/07/10/portugal-international-2-0-now-available/ Changelog: Implemented RealRoad Shader and reworked/remapped roads Added RealRoad to curbs Mapped RaceGroove for GP and GT Layouts Remapped access roads Remapped painted lines Smoothed out the excessive road bumps for the most part Lowered sawtooth curbs Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches) Cut Astroturf into terrain meshes Implemented new Terrain Shader and reworked/remapped terrain Cut in new gravel trap edges for use with Terrain Shader New road, curb and terrain texture set Terrain Radiosity pass Added grass verges Added high poly inner embankments inside T1-T4 Added high poly outer embankment between T6-T7 Added terrain shadow casters Added vegetation shadow casters Added new grid + new texture Vertex Blended tyre colours Added normal and spec maps to armco posts Cut in transparent glass with cheap interior for key buildings Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind Implemented Digital Flags technology Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations Updated TDF to latest set of grip values Added telehandlers Added new and updated cams Added new loading screens Added Test Team RealRoad Preset Pack Removed one particularly nasty tyre wall on GP Layout Removed HDR Profiles Fixed small building proportion inaccuracy Re-conformed painted stripes to smoothed surface Fixed tyre wall smoothing Fixed some access road T verts Remapped start lights to match reality Fixed many but probably not all popups Re-exported XSectors to fix 32 bit issues Re-exported the handful of GMTs that weren’t touched to 2.52 format using gJED Slightly reduced z-fighting of vegetation, also resulting in a tiny performance gain Renamed Grand Prix of Portugal to GP Layout for the sake of consistency Replaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars) Replaced all modular grandstands with higher detail ones Replaced apex tyre stacks to GT Layout with higher detail ones Replaced outhouses with much better ones Replaced tyre walls with higher detail ones Replaced all cones with much better models Replaced glass materials Replaced entire crowd and optimized for smoother performance Optimized road and terrain objects and materials for better and smoother performance Optimized access roads for smoother performance Optimized tyre wall material Optimized tyre wall objects Optimized 3D tyre objects Optimized fence textures and materials for better performance Optimized Armco (aggressive), Armco posts and fence posts Optimized and improved barriers (Armco, pitwall) Optimized all vegetation objects for smoother performance Optimized smaller TrackSide Objects for smoother performance Optimized shadow casters for armco and tyres for better performance Optimized small concrete grandstands Removed some hardly-seen pit objects Aggressive mirror optimization Optimized night lighting Removed unused/obsolete meshes and textures Cleaned up pit building textures Cleaned up main grandstand textures Removed negative mip map bias on all/most materials Improved and rebalanced all vegetation textures Remapped and optimized marshal huts Improved road and curb textures Randomized vegetation a bit Remapped tyre wall canvas and revamped its texture Improved tyre textures Slightly improved distance markers Updated crowd textures Improved vegetation textures Cut in red bricks on old ruin house Rescaled T3 flags Tweaked fog Condensed this changelog (yes, it was much larger)! - - - - - - - - - - - - - Tim Wheatley Image Space Incorporated | rFactor | rFactor 2 This post has been promoted to an article
  12. Changelog: Implemented RealRoad Shader and reworked/remapped roads Added RealRoad to curbs Mapped RaceGroove for GP and GT Layouts Remapped access roads Remapped painted lines Smoothed out the excessive road bumps for the most part Lowered sawtooth curbs Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches) Cut Astroturf into terrain meshes Implemented new Terrain Shader and reworked/remapped terrain Cut in new gravel trap edges for use with Terrain Shader New road, curb and terrain texture set Terrain Radiosity pass Added grass verges Added high poly inner embankments inside T1-T4 Added high poly outer embankment between T6-T7 Added terrain shadow casters Added vegetation shadow casters Added new grid + new texture Vertex Blended tyre colours Added normal and spec maps to armco posts Cut in transparent glass with cheap interior for key buildings Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind Implemented Digital Flags technology Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations Updated TDF to latest set of grip values Added telehandlers Added new and updated cams Added new loading screens Added Test Team RealRoad Preset Pack Removed one particularly nasty tyre wall on GP Layout Removed HDR Profiles Fixed small building proportion inaccuracy Re-conformed painted stripes to smoothed surface Fixed tyre wall smoothing Fixed some access road T verts Remapped start lights to match reality Fixed many but probably not all popups Re-exported XSectors to fix 32 bit issues Re-exported the handful of GMTs that weren’t touched to 2.52 format using gJED Slightly reduced z-fighting of vegetation, also resulting in a tiny performance gain Renamed Grand Prix of Portugal to GP Layout for the sake of consistency Replaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars) Replaced all modular grandstands with higher detail ones Replaced apex tyre stacks to GT Layout with higher detail ones Replaced outhouses with much better ones Replaced tyre walls with higher detail ones Replaced all cones with much better models Replaced glass materials Replaced entire crowd and optimized for smoother performance Optimized road and terrain objects and materials for better and smoother performance Optimized access roads for smoother performance Optimized tyre wall material Optimized tyre wall objects Optimized 3D tyre objects Optimized fence textures and materials for better performance Optimized Armco (aggressive), Armco posts and fence posts Optimized and improved barriers (Armco, pitwall) Optimized all vegetation objects for smoother performance Optimized smaller TrackSide Objects for smoother performance Optimized shadow casters for armco and tyres for better performance Optimized small concrete grandstands Removed some hardly-seen pit objects Aggressive mirror optimization Optimized night lighting Removed unused/obsolete meshes and textures Cleaned up pit building textures Cleaned up main grandstand textures Removed negative mip map bias on all/most materials Improved and rebalanced all vegetation textures Remapped and optimized marshal huts Improved road and curb textures Randomized vegetation a bit Remapped tyre wall canvas and revamped its texture Improved tyre textures Slightly improved distance markers Updated crowd textures Improved vegetation textures Cut in red bricks on old ruin house Rescaled T3 flags Tweaked fog Condensed this changelog (yes, it was much larger)! - - - - - - - - - - - - - Tim Wheatley Image Space Incorporated | rFactor | rFactor 2
  13. Fonte. DOWNLOAD v3.4 Aosta V3.4 - Change log -Improved all cameras. -Remade all the luminosity track. -Add new shaders. -Improved the brightness on the mountain for custom weather users. -Remade some textures. -Added time attack mode. -Added ideal line. -Added "animated" peoples. -fixed time for Semi Oval Sport and Semi Oval Sport chicane. -Fixed white curbs surface friction.
  14. You can download v1.3 here (446MB). Track profile page here. IMS v1.3 Changelog (from v1.03): New additions – Added “Brickyard 400″ layout for Stock Cars – Added road (micro)bump for 2007 layout – Added road (micro)bump for 2013 layout – Added road (micro)bump for 2014 layout – Added 2007/2013 and 2014 curb texture variations – Added service pitlane fence posts for 400/500/2014 – Added Pit In cone for 400/Stock Cars – Added dashed line on pitlane for 400 and 500 layouts – Removed pitwall fences for 400/500/2014 layouts – Enhanced AIWs for Speedways — less extreme Block Path – Tweaked dashed painted stripe length – Replaced loading screens for all layouts Fixes – Fixed various terrain gaps on drivable surfaces – Fixed missing piece of road/terrain for 2007 and 2013 layouts – Fixed gap in S1/T3 road for 2007/2013 layouts – Fixed curbs gaps for 2007 – Fixed various painted stripe glitches – Fixed and tweaked various GDB entries – Fixed garage back door colliders on F1 pit garages – Fixed UV mapping glitches on Gift Shops – Fixed pit entry line for 400 and 500 layouts – Fixed minor errors in all AIWs – Fixed and improved various trackside cameras Specific AIW tweaks for 2007 layout – Stopped AI hitting garages when leaving – Reduced false positive cut track warnings – Improved AI speed in some corners – Made LEFT Path to pit entry transition smoother
  15. Circuit de Catalunya, originary from Flo for Rfactor. Changes: -Moved some walls to acomodate 2014 layout -new textures for road, grass, -remodelled some kerbs for 2014 standard -Added new runoff areas, 2014 standards -plus some details. -added national layout. -working ai line -4 different track cameras. -working semaphore. This update brings both versions of the track to lastest updates, plus new Road Texture, and few tweaks here and there. This will be my last update since Kunos will make a Laser scan version, since then Enjoy. download http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=7009
  16. Atlanta Motorsports Park disponibile http://rfactor.net/web/2015/05/30/atlanta-motorsports-park-now-available/ This post has been promoted to an article
  17. ​ Hi Assetto Corsa community! You may know my conversions for rFactor and GTR2. Now I want to start converting the most beautiful tracks from gMotor2 universe to the next level, to Assetto Corsa. Infos about the track: The Solituderennen, Solitudering or (in French circuit of Solitude) is a 11.4 km road circuit near Stuttgart, and named after the nearby Castle Solitude. Motor sports events were held from 1903 to 1965. Because of the narrow pathways, only motorcycle events were held until 1956. The track and stands were expanded in early 1957 and racing sports cars and racing have been organized by the Automobile Club ADAC. Motorcycle Grand Prix took place on this circuit from 1952 to 1964, with the German motorcycle Grand Prix which takes place here in even years: 1952, 1954, 1956, 1958, 1960, 1962 and 1964. From 1961 to 1964, Grand Prix Formula 1 non-championship were held, in addition to tests of Formula 2 and Formula Junior. In 2003, a memorial was held, with many former members and vehicles. Full track with jumps and fishing! Facts: 15 pit boxes 11.408 meters long Features: -AI (pit and fast lane) -Cameras -Trackmap -Shadows for all objects -AC road shader -AC "water" shader (high ksSpecularEXP value) -working pit lane -a skybox -changed values for the lighting.ini -hot lapping function -release permission of the author I´m very detailed here because I´m missing some of these features in other conversions. Knows issues: -material transparency issues -some dark tree-textures news and changes in v1.0: -new cams -new track map -new map in tracks browser -re-textured and now moving flags -new gras and asphalt shader -treewalls are now collision walls -many changes of tree shader -many, many changes of shader values overall DOWNLOAD fonte AC forum
  18. Fonte. Updated to .57 May 16 2015 Graphic updates. Fixed some things, broke some things Download Track
  19. Fonte. v0.8B https://mega.co.nz/#!uZs2UT7K!dmAD76smdEG9mn_P_sLkmWIcbSV57wqVzT9-A3zZq1E Hi all, Time to show some progress on the scratch build track I've been working on for a couple of weeks, Thruxton - 'the UK's fastest circuit'. Building it with a combination of C4D, Sketchup (for initial terrain import), and Blender (mainly just for testing with Hagn's KN5 exporter). There is a lot of work to do yet but the track surface and surrounding area (and kerbs - every single one is different!) is getting there, but lots of mesh tidying and other stuff to model and texture. I chose this track because I've driven there a couple of times in a variety of cars, so it just made sense. Not sure when it will be released but certainly not before it's up to scratch for AC.
  20. DOWNLOAD Following the wish of the author here is the French track Albi in his historic configuration. I recommend the Lotus T49 for this track and a racetime at 3:30 PM. Please note that this track and others are in development which takes so much time, that it is impossible to watch every question in every thread and forum. WIP screens of the track: ​ Facts: 22 pit boxes (maxed out) 3.636meters long Features: -AI (pit and fast lane) -Cameras -Trackmap -Shadows for all objects -AC road shader -AC grass shader -working pit lane -a skybox -changed values for the lighting.ini -hot lapping function
  21. Zolder '67 was build from scratch for GPL by Ginetto. He kindly gave me permission for a conversion. Pls. notice original GPL readme included in this archive. FEATURES: ========= - Racegroove - Collision objects (brake signs) - Corner skids download
  22. I'm excited to announce the release my 3rd custom level for AC, Forest Rally (Previous work, Lakeside and Alpine Rally) This is a fictional rally stage in a European forest setting. Forest Rally is 8.5 km of high speed technical driving. I highly recommend running the course with Mesas', Lada VFTS. For an even greater rally experience try out Co-Pilot mod for AC. Special Notes: I recommend running the AI @ 80% Strength, any higher and they act like kamikazes. Ideal Time is 17:00 hours (5Pm) Features: - 8.5 km course - Custom scratch made course, exclusively for AC (not ported) - Multi-player ready - Fully functioning AI (very challenging) - Custom track side cams set up for replays - Compatible with many weather settings Download
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