- United States
Just watched this last night.
It's so great that these venues of the past stay alive in our sims.
Thank you to you, Dave. And gutbomb
I found this a few days ago. The second half has some amazing drifty action
When I started looking for source material to make the track look more like the real thing I extensively referenced these two videos. They helped a lot to find out what sponsors to have and what the track looked like early in it's life. It also showed how the giant banked turn was built back in the day and explained why it was so dang bumpy. Now, I think it being bumpy in AC is just a side effect of how AC handles banking, but it was a nice side effect.
Hi, please take this as just as idea, and not a criticism, as this track is absolutely fantastic, and everyone loves it, me included. The big hump on the main straight clearly brings out a weakness in the Assetto Corsa engine, as it seems to handle extreme jumps in the way the first Gran Turismo used to - wheelies.
Since this is something that breaks the immersion if you are driving anything that can crest the hump at over 250kmh without open wheel downforce (even the 2.7T Phantom got air there ), would it be an idea to have a second version where the first big hump is slightly reprofiled so it has the same drop but is a bit smoother and more gradual, so the majority of cars jump, but don't wheelie. So like how many tracks have a chicane / no chicane version, this has an 'assetto corsa' version to go with the original.
Again, just an idea, not a criticism. The fault lies with AC, not the track
@gutbomb & @dathyr
I wanna thank you very much for your last track "Meadowdale Raceways", It's an absolute great work which I enjoy a lot !
Even if I was a "Nascar Racing 2003" and "rFactor" player, I wasn't aware about it.
I just tested a couple of laps with the Bac Mono (always the car I appreciate to use when I want to learn a track) and here's to you some pictures.
For the moment, It exists only one camera file but It's fine here.
There is a "Mark Webber" moment, not sure I will use his Mercedes on this track..!
Thanks a lot again !
@gutbomb & @dathyr
Appreciating a lot the track "Meadowland Raceways", I drove 2 cars which respect the period (because I dislike using cars which were not supposed to race on some tracks, that's my personal "police").
The McLaren M1b (from AC Legends) did a huge "Mark Webber moment", I advice the players to be not "full throtlle" on this part of the track with this car.
The 68' Chevy Camaro (AC legends too) was fine during two laps and with less fuel (I began with 50 liters), the car flies a little bit too much and the landing has been lethal... but It shows a little issue, after the picture the car disappeared in another dimension.
If It can help for something.
Yeah this hill. I couldn't find much footage of this particular section on youtube, but when looking at google earth or Race Track Builder (I originally had the idea to build this in Race Track Builder but it has real problems with banked sections that I haven't been able to figure out so I went and did a conversion instead) the real life track is actually a lot narrower, and this hill is a lot more gentle. There are things I wanted to do here that my talent level just didn't allow. I wanted to redo the road mesh to be a bit more true to life, both in terms of raising the poly count so it's smoother where it's supposed to be and reduce the "stepping" on the corners, and in terms of narrowing it where it needs to be narrowed and making that hill not be so insane, but I just don't know how to do that stuff. I also wanted to add some skid marks. The process of converting a track (this is simplified a little bit) from an earlier game is like this:
- open original track in 3dsimed
- remove the old game's timing objects
- rename surfaces to names that AC understands (since AC determines what is road, grass, sand etc based on the name you assign to a surface - this part is mostly pretty simple to do in 3dsimed because it has some robust filtering and renaming tools)
- add AC timing objects (this is the most tedious and boring part for me because it's repetitive)
- tweak stuff for ages until it looks nice (this is the most fun part for me: assigning the proper shaders, creating new textures, dropping new trees/spectators/trackside objects, grassfx and CSP lights)
- optimize for better performance (a dark art I'm just starting to understand thanks to @Zwiss )
- export as fbx
- import fbx into kseditor and tweak futher
- save as kn5
All of that being said, there's a certain fun charm in flying off that damn hill.