Small cosmetic update for Rouen les Essarts tracks by @MadBrain To install, you just have to extract the main folder rouenlesessarts in your assetto corsa track folder or load the zip file in Content Manager. Update content: - the 3 tracks...
www.overtake.gg
Finally a 0.2 update for Rouen les Essarts
Added the new layout as mentionned earlier (72-73 configuration which is the modern configuration but without the "Chicane des Roches" at "Six Frères")
The update is maybe not spectacular but to add trees and the new layout, I had to import / export the fbx from MadBrain in Blender, and it was a mess, I had to make many shaders replacement in the ext-config.ini, otherwise, the trees would not show up. I took advantage of this to learn more about shadows, ksDiffuse, ksAmbient etc... Still have some reflexions to tweak however... I tested the tracks with a rtx4090 so I'm not sure everything is optimised as it should be. Just let me know.
If an experimented driver wants to try the 74-94 layout and tell me how he feels the chicane, that would help me! I find it too bumpy and slippy, not sure it was like that in reality. I saw that the chicane road mesh has a small threshold at the beginning of it, maybe that would help to polish it but it is maybe me that is a too poor driver :-) The same for the junction between the common layout and the modern S in the north of the track that replaced the part 55-71 with the Scierie turn when the motorway was built.
I created new AI lines for each layout. I play with a controller, so they are produced in this way, either with Porsche RSR 2017 or with Ferrari 488 GT3. I made them with CSP 0.12.1 preview , with new AI behaviour disabled and tested them with the same option enabled. I tested every layout in races of 5 laps with AI strength at 90 and 0% aggression and with Nuzzi FIA flag and AI Pit Strategy apps activated. I made also some tests under rainy weathers.
The AIs were polished so that I did not experiment any strange starts or crazy behaviours during straights or while braking, in any conditions. I even enjoyed good fights with the top 3, overtaking each others correctly with sometimes some late braking resulting in a crash :-) But here as well, a test by experimented drivers with wheels would help a lot I'm sure. I believe the AI lacks of speed in the fast turn of "Six Frères" and the overtaking is quite easy at the "Nouveau Monde" pin but I could not do better when registering the lines :-D
I'm a beginner at Blender so I was not able to merge all 3 fbx inside 1. Aside from the mess of IDs between fbx, the problem is that the fbx for the larger 55-71 layout has different altitudes where the other layouts should pass. So I'd have to do a lot of mesh adjustements in Blender and my first tries resulted in small gaps everywhere, far beyond my capacities and available time ^^
So still stuck with the editing of 3 fbx for one modification... And also I was not able to recreate the AC_POBJECT hierarchy structure provided by MadBrain so I replaced them with common objects until I understand how to recreate them with Blender and export them correctly.
Next step would be also to add track lights in the modern layouts "72-73" and "74-94" . I saw how to do it but must find time.
I found the experience really amazing, but very time consuming: I gained a lot of respect for all the track builders / editors and saw wonderful works in many mods while opening them to learn "how they did that ?"
Anyway, I downloaded so much content from the community that I'm happy to have at least tried to produce something in return ;-)