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Pukekohe Park Raceway 2013 made by R1CHO conversion by Rainmaker The second track of the R1cho trilogy This 3D-track was made by RR1CHO~XR~ and the xFactor Team with Bobs Trackbuilder. It was converted and enhanced to Assetto Corsa by Rainmaker. The track represents a good quality corresponding with the international importance of the track. Pukekohe Park Raceway is part of the V8 Supercars Championship. 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: (not set yet) pit boxes 2.920 meters long Features: -AI (pit and fast lane) -Cameras -Trackmap -Shadows for all objects -working pit lane -a skybox -newest values for the lighting.ini -hot lapping function DOWNLOAD fonte AC forum
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- Pukekohe Park Raceway
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Fonte. Hello, after Salzburgring, another great track from Com8 will come to life in Assetto Corsa, Norisring! (video from rFactor) DOWNLOAD
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- conversione
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Gli esperti del team Virtua_LM hanno rilasciato per rFactor 2 la nuova versione aggiornata 2.0 della spettacolare pista di Sebring, che ora supporta in pieno tutte le features implementate dall'ultima build del simulatore ISI. Virtua_LM is proud to present you with one new endurance legendary track: Sebring, United States, for rFactor 2. Converted from our from-scratch creation on rFactor, this track has been modified to take advantage of new rFactor 2 capabilities. What is new in v2.00 The actual (newer) RealRoad shader is applied Curbs are also RealRoad Nightlights on the track side objects are back working A lot of changes on the materials and textures The overall brightness of the track is reduced to match the current version of rFactor 2 AIW (AI-Driver): some smaller fixes GDB (Time and Position): some smaller fixes A kind of solid “cut detection” in the part beween 15 (Gendebien) and 16 (Le Mans)
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- Sebring International Raceway
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Download Malaysia v1.58 Now! (Requires latest rFactor 2 Build). Changelog for v1.58s (from v1.43) - Increased road mesh density on South Loop – Added RealRoad tech to curbs – Remapped RaceGroove – Added special sign – Reconformed painted stripes – Cleaned up and improved road art – Improved road and terrain materials – Improved barrier materials – Improved vegetation textures and materials – Replaced seats with more recent artwork – Removed negative mip map bias on all key materials – Optimized access roads meshes – Optimized fence textures and materials – Optimized shadow casters – Optimized reflections – Optimized terrain materials a little bit – Optimized scene by removing a lot of non-essential objects – Grouped objects for better batching to cure stutters – Fixed about 100 microgaps in terrain – Fixed armco collision glitch – Fixed road mapping – Fixed odd wet patches – Fixed visibility of distance markers – Fixed object popups – Fixed curb reflections due to RealRoad tech (compromise) – Fixed scale of ambulances – AIW improvements – Updated TDF values – Removed Legacy HDR Profile
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[WIP] Monterey - Laguna Seca LIDAR by Mario Morais
Uff posted a topic in Circuiti extra (extra tracks)
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Fonte. It's been far too long since I've last updated this thread. Work on the track has continued over the last week while I was on Spring break, and despite the fact I've been busier than I expected with real life, I think it's time for a public beta. I'll probably be very busy over the next few weeks and probably won't have a ton more time to work on it, so there isn't really a point in delaying this any longer though: Beta 1: https://mega.co.nz/#!30Z2kBaB!GPnzFTuqJtrgRkUWsGsWvaBm-f40Sx-Wez0V_Rrzshs It's still far from finished, as you'll see, but I feel it's far enough along it doesn't hurt to share it. Feel free to let me know of any issues or recommendations you have for it, but keep in mind it's nowhere near done. Here's a screenshot of turn 1 with a bunch of 'vettes, which by the way, have the wrong number of stars on the US flags on the doors of over half of them. Have fun!
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- Road America
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Hi, i'm happy to tell that Karelia Cross V1.0 is now ready for release. I took 4 days to make this conversion and update it to AC standards. Maybe i add too much details because track is not very playable with my system and with 5 ai drivers. I tryed to optimize track much as i can and with last minute changes i managed to get a little bit better performance.. I added also readme to track folder but here is small tips how to get even better performance.. If you suffer bad fps with Ai, try to lower your smoke settings in-game options. You can also modify track surface file, it's located in ...content/tracks/karelia/data folder. Change Surface_0 Dirt_Additive value from 1 to 0 and also do same thing with Surface_3. If you don't like bumpy surface at start/finish line and some turns also feels too bumpy, please edit track surface file. Find Surface_3 from surface file and change SIN_HEIGHT to 0 and SIN_LENGHT to 0 and save file. About track. Original version is made by KittX for rFactor. (I got his permission to convert track.) I made many changes and you notice them if you have played track before. Changelog is too big, so i don't even try to write them. Track contains 12 pitboxes, working hotlap and single player mode. (probably mp works also, not tested.) 3 different replay cams, (2 tv cams and 1 static.) I not recommend to use track surface lower than green, because in gravel is quite grippy surface. Btw, this is v1.0 and also final version of the track, so i don't make any updates to it, because i want continue my other track projects. Changelog v1.1: Fixed surface file Some color adjustments Collidable sign objects download
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Adelaide Clipsal 500 2011 Street Circuit Download v0.85 This is a conversion of a track that I previously converted to GTR Evo. Its my first go at an Assetto Corsa track and will attempt to produce more V8 Supercar / Australian locations in the future. Fixed in this update: v0.85 Rainmaker AI and Lighting fixes included Tyrebundle at first chicane relocated Pit crews fixed Track textures and shader updated Grass texture and shader updated Sand texture and shader updated Shadows turned off on track walls (was causing bad flickering) Info: Length - 3.219 km (2.012 mi) Turns - 15 Grid Positions - 28 PitBoxes - 16 Current Issues: No track cameras Number of Grid positions not equal to Pitboxes Start and pit lights don't work Credit for the original track goes to Redhawk and RacerM. https://www.youtube.com/watch?feature=player_embedded&v=nIRLa9wHd6A
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Fonte. v0.2 DOWNLOAD Changelog: Everything! Problems: There is still trouble with the AI, they will avoid a large block of the straight. Turn on AI editor to see what I mean. I had major troubles with not being able to exit or enter the pitlane, it was either that or the AI troubles. I cannot get the qualifiying to work with the AI, maybe somebody can work on a pitlane.ai? They just bump in the back of each other and don't exit the pit normally. I've tried a few different pitlane AI file-recording approaches, but I don't seem to get it right. It might just be the surfaces problem. Todo: This version is still using the huge filtering. See how much at the tunnel under the straight. The 4 meter drop influences the road by 12.5cm at a distance of 2.5 meters. Now I can change the heightmap and everything will change accordingly, no need to edit the meshes afterwards. So expect a bit more detail in the road and a bit less wavy-ness in the 0.3 version. A lot of trackside stuff on the straight is missing, it is not that important at this stage. This version is all about the road and surfaces, so tell me what you think. The 'cardboard plants' was my first attempt at transparency, they will be updated, or changed completely. About the release they are planning: That will be another zandvoort, this is my version and I will try to release a 1:1 copy for other racing games. Oh well, enjoy. And tell me about framerates!
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ROC Race of Champions by TX3 stazer92 v0.3
VELOCIPEDE posted a topic in Circuiti extra (extra tracks)
Fonte. Happy to announce the arrival of " ROC " Race of Champions in Wembley Stadium "Race "super special " between two drivers on two parallel tracks, which form a continuous circuit. Both drivers and travel the same distance in the same places , but not at the same times . In a duel , the winner is the one who homered via the two tracks , as soon as possible ." This version is a version of Alex , Com8 based on rFactor . He has allowed us to convert its track on assetto corsa . Details: - 4 pit stands - 4 start if you want - Ai lane - No tracks camera for the moment (if you want to help do not hesitate) - Basic tracks surfaces - Need to add 4 laps for have 2 loops Download- 4 replies
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- Race Of Champions
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Monza 1988 by Rainmaker & schwarzbierbude.de v1.0
VELOCIPEDE posted a topic in Circuiti extra (extra tracks)
Monza 1988 a carrera4 presented by schwarzbierbude.de ===================================================== This 3D-track was made by carrera4 for the F1 1988 rFactor mod. It was converted and enhanced to Assetto Corsa by Rainmaker and members of schwarzbierbude.de. The conversion of the 1988s tracks is a project of schwarzbierbude.de your friendly AC-Server. Facts: 21 pit boxes 5.800 meters long Features: -AI (pit and fast lane) -Cameras -Trackmap -Shadows for all objects -working pit lane -a skybox -newest values for the lighting.ini -hot lapping function Known Issues: -some cars have issues with the surface DOWNLOAD -
Goodwood Motor Circuit by Tiago Lima v0.9.2
VELOCIPEDE posted a topic in Circuiti extra (extra tracks)
Authorized Conversion Original Creator motorfx Converted to Assetto Corsa by: Tiago Lima Fully Functional track 20 Pit boxes Ai and cameras by FlashCrow Track Map by Alex72 DOWNLOAD- 9 replies
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- Goodwood Motor Circuit
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Hockenheim 1988 by derDumeklemmer & Schwarzbierbude v1.2
VELOCIPEDE posted a topic in Circuiti extra (extra tracks)
Hockenheim 1988 Version Null-Drei-Neutel for Assetto Corsa by Team Schwarzbierbude.de - derDumeklemmer ======================================== The 1988 F1 Season was build from scratch by for rF by my old friend Carrera.4! MY BIGGEST RESPECT FOR THIS AMAZING WORK! He gave me blanket permission to convert his amazing work to all current and upcoming SIMs. THANK YOU SO MUCH FOR THIS KIND OFFER! So Team Schwarzbierbude.de will take care to convert his great '88er tracks to Assetto Corssa one by one. FEATURES: ========= - 36 Pit places - pit limiter - MP pit stops - Collision objects (moveable signs) CREDITS: ======== - Carrera.4 for his great '88er tracks HISTORY: ======== V1.1 - 2010-02-15: - working startlight - new shaders - re-modeled all collision to minimum colwalls instead of complex coll-object for smaller CPU&RAM footprint V0.9.33 - 2010-01-24: - inital release beta release for internal use Pls. notice this is a beta release, pls. don't upload to other community server without my confirmation DOWNLOAD http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=7346- 4 replies
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Fonte. Mišeluk is street circuit near Novi Sad, Serbia. It was one of the most popular track in former Yugoslavia maybe because it is really dangerous track to drive, big road kerbs, unbreakable light poles near road edge, guardrails.... sounds scary hehe but racing fans (and drivers) in Serbia really love this track I created Mišeluk originally for rFactor and now for Assetto Corsa. This track isn't simple conversion, almost everything on this track is new compared to rF version, new terrain, improved road mesh, all trackside objects are new, new textures... Track lenght is 3,4 km. *there are issues with some trackside cameras (stuttering, flickering) and i dont know how to fix them (for now) enjoy lemax DOWNLOAD
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Nome file: Miseluk by Lemax Autore del file: Uff File inserito: 10 Feb 2015 Categoria del file: Track Fonte. Mišeluk is street circuit near Novi Sad, Serbia. It was one of the most popular track in former Yugoslavia maybe because it is really dangerous track to drive, big road kerbs, unbreakable light poles near road edge, guardrails.... sounds scary hehe but racing fans (and drivers) in Serbia really love this track I created Mišeluk originally for rFactor and now for Assetto Corsa. This track isn't simple conversion, almost everything on this track is new compared to rF version, new terrain, improved road mesh, all trackside objects are new, new textures... Track lenght is 3,4 km. *there are issues with some trackside cameras (stuttering, flickering) and i dont know how to fix them (for now) enjoy lemax Clicca qui per scaricare il file
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Based on the original Arese for rFactor by Relesys Alfa Romeo test track adjacent the factory in Arese. After the closure of production facilities, the track - still in good condition - has been abandoned and misused by some private, has now been rendered unusable by mounting the guard rail blocking the track. Credits Conversion for AC & texture update: thestrobe8 aka s_denis Original creators: Track Modeling, Texturing,Organisation,Scene - By: Relesys
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Based on the original Putnam Park for rFactor by Global Motorsport Technologies DOWNLOAD v1.2 The facility hosts racing schools, track days, time trials and test days for teams from all forms of motorsport. he National Auto Sport Association spent two weekends there in 2007. It is a popular destination for Corvette and Viper clubs, BMW and Porsche clubs. Champ Car, ALMS and Formula BMW teams are among those who have used the track for testing. It also can be considered something of the "home" track for Diasio owners ... Putnam Park was designed by Diasio Car Company owner Richard Diasio in 1991. http://putnampark.com/ Credits Conversion for AC & texture update: thestrobe8 aka s_denis Original creators: GMT - modeling, texturing, scene GMT - former modeling, organisation GMT- texture
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Forestheim Ring by Sergio Loro Public Beta (v0.48)
VELOCIPEDE posted a topic in Circuiti extra (extra tracks)
Hi to everyone. my name is Sergio Loro and maybe some of you remember me from glory GPL days, i build many classics tracks for this sim like Targa Florio, Old Brno, Opatija, Ahvenisto, Jarama and many more. I came with this project wich is create classics track for AC, also i would like to make this a way of living... i had a family to feed I start with this fast track placed at Germany, rounded by trees, you will recognize it when check map. Forestheim Ring will include 3 layouts Historic Long Historic Short Historic 70's looks with 3 chicanes. Cost of pre-order track is 3.50 USD and once track is released it will cost 7.00 USD I had a great background as old track editor and i am not going to dissapoint to you, many great track are going to came for AC if you support me Any one who want to preorder track please do it here : https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5363VWDCBWVFL it will help me a lot on these days Thanks to everyone Sergio Loro pd: please not use this thread to discuss if you like this system or not, open a new thread and i am happy to reply. since i believe screenshots dont help to show what a track has to offer, i decided to release this public beta track, i am going to keep updating this betas until i get the first released track and "preorder" option end. You can download a Public Beta (v0.48) here : http://www.mediafire.com/download/ll7odl3ny5n6vas/Forest_f3_v048.7z This betas does not contain AI,Cameras a, wich will be include on Final Release. Thanks fonte AC forum- 12 replies
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Yas Marina Circuit 2014 Night & Day by TTM v0.35
VELOCIPEDE posted a topic in Circuiti extra (extra tracks)
Ok here it is, first beta version of my track project: Yas Marina Circuit (Day & Night) Track is conversion/based on scratch made rFactor track by the league F1Pro (simracingpro) - Nad, Forlorn, Kamilo62 and Gucio 85. Thanks Nad for permission and Gucio85 for helping me to contact Nad. Track contains 22 pitboxes, working ai and many graphical changes. I also included my own Night pp filter to package. Optimal time of day for night version is 12:00. Next update will come in early 2015, but if there is any big bugs i try to fix them soon as possible. Remember that both tracks are still very early stage and track lacks groove, 3d grass, but i will implement them later. Track surface probably needs also some more work, but later. Night version is completely experimental and because of limitations of the game engine i can't never get it to work perfectly. Enjoy and Merry Christmas to whole community and of course Kunos Simulazioni. Greetings, TTM Download http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=7205- 10 replies
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[WIP] Imola 1988 by Rainmaker & schwarzbierbude
VELOCIPEDE posted a topic in Circuiti extra (extra tracks)
Imola 1988 made by carrera4 conversion by schwarzbierbude.de This 3D-track was made by carrera4 for the F1 1988 rFactor mod. It was converted and enhanced to Assetto Corsa by Rainmaker and members of schwarzbierbude.de. The conversion of the 1988s tracks is a project of schwarzbierbude.de your friendly AC-Server. 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: (not set yet) pit boxes 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 -new values for the lighting.ini -hot lapping function Release: needs a bit longer for this one- 5 replies
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Rockingham ISSC (BETA) v0.1 (Release 23.01.2015): Download Link Hi Everyone, Assetto Corsa, I present you with Rockingham. This is the first public release of my mod of Rockingham (the UK one) and its ISSC layout (International Super Sportscar Circuit). The version number is 0.1. This is therefore still a BETA and very much (despite the hundreds of hours spent thus far) a work in progress. I have learnt how to use Blender from scratch and this track has been made from scratch using photogrammetry GIS data, survey maps and endless reference photographs. When this reaches 1.0 it is my hope that the quality will be my best effort to get close to Kunos's standards. Also I must must say thanks to those who have given help and support: including Festa_PWR, Fordman, Nighteye, RayHT and the many others. More photos and details can be found at my blog: http://www.reference92.weebly.com/ Because this is version 0.1 there are many things that are yet to be done, chief among which (which I know are popular with AC racers) are a physics mesh and 3d grass. Please don't fret, these will be included in the future updates, along with improved textures/shaders, increased trackside detail, buildings, additional layouts, proper surroundings/terrain and much much more. Currently I can inform that the Modes that work include Practice, Offline Races, Hotlap, and (cross fingers it all works right) Online. This 0.1 version can go up to 18 cars on track. Please like this if you like it, leave constructive comments if you want to, or share photos/videos about it. Whilst profiting from this mod certainly isn't my intention, if you wish to donate, please do using the link below. The money would go towards reimbursing for the GIS data and towards more data and cookies to fuel me in future AC mods. Donate (To install just download from here link and extract the file into the AC tracks folder) V0.1 Current Acknowledged Bugs: - Position flickers when crossing the start/finish straight
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I present you my track originally created for rFactor but I converted it to AC just to see how will be it behave in this "not-outdated" engine note: just a test conversion, nothing really works hehe Glava Zete is hillclimb track in Montenegro. This track is the bumpiest track I have ever created for rFactor and practically it is undriveable in AC. and there are some problems with normals and lighting. -length: 6.9km version 0.9.1: -fix for "hotlap" and "race mode" version 0.9 -new trackside and pit objects -3D spectators ( goodbye cardboard cutouts -new distant trees -road surface is slightly bumpier -some work on material/shader settings -new cameras download