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Thread: IndyRC - Updates....

  1. #1
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    Default IndyRC - Updates....

    OK guys, to keep things from getting too complicated, one thread for any additions/replacement files to test.

    Download the attached zip file and drop the ones in the "IndyMain.zip" file into the "GameData/Locations/Indy" folder.

    This update has added:

    - Braking markers along the end of the front straight
    - Orange cones just past the turn in at T1

    Later tonight, I will add the other braking markers on the backstretch, then get started on the logos and so forth.

    Keep track of the latest file updates here.
    Last edited by TimCollier; 03-03-2006 at 12:55 AM.

  2. #2
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    OK, a quick update....just trying to get a few more framerates out of the track...

    Drop this file in your Indy/IndyRoadBeta11 folder replacing the existing file.

  3. #3
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    Another graphical update....

    - Braking Markers are now black with BIG white numbers
    - Several "optimizations" for frame rates (hopefully)
    - Removed several textures that were not needed, should reduce video memory usage

    Drop the contents of the Zip file below into the GameData/Locations/Indy folder...enjoy!

  4. #4
    jrowland96 Guest

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    Dang Tim, I had just finished running your previous update and was just checking the forum before going to bed. NOW, I HAVE to fire up rFator again, and try this out!

    You working on this track is keeping TWO people sleep-deprived! lol

    BTW, how are people doing at this track so far? My fastest is a 1:37.3xx, but consistent 1:38s/ I've just been using Tim's base setup, with no tweaks.

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    Wow John, those are really competitive laps!! I ran a best 1:37.9 last night, but usually in the 1:38's...took the Mid-Ohio setup and dropped the rear wing to 11 for some straightaway speed.

    OK, another update!!!

    - Adjustment to horizon and sky (you opinion on this please!)
    - Added a new concrete wall texture and changed the color bars on the jumbotrons to a PPC pic

    Drop the contents of this zip file in your GameData/Locations/Indy folder....

    More to come....but not until this evening.

  6. #6
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    davidan is offline David Anderson
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    Tim, I am fixing to fire up these latest 2 updates and I will run some laps and give you some opinions ...
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  7. #7
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    Rob Lowe is offline On The Bay Of Fundy!!!
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    I will put my server up for a while and be on vent.

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    This new update made my sky all black?

  9. #9
    jrowland96 Guest

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    Tim, thanks! The 1:37 was kind of a surprise because I had been running mid-1.38s consistently until that lap. All of my laps were with a race set and starting fuel of something like 18 laps? I've been able to get several more 1.37s though now, so I must be getting a bit more comfortable with where I can push it. Maybe you can post your replay, and I'll post my hotlap tonight when I get home from work, to see the differences in our lines/gears. I'd like to see where you're shifting, and in what gear you take certain corners.

    I take turn 1 in 3rd, and stay in 3rd through turns 2-3 (esses), briefly going up to 4th before dropping to 3rd for the harder right hander. Back up to 4th just before the fast right hander (turn 5?). I take the carousel and the right hander before the long backstretch all in 3rd gear. Up to 5th on the backstretch, and then down to 2nd gear for the left hander followed by the two 180 degree hairpins (all in 2nd). 3rd gear for the last right-hander before coming out on the oval. I notice the AI at least takes a couple of the turns in 2nd gear where I stay in 3rd gear.

    Let's try and get together and run some laps/short race on your version of the track this weekend (like we did with Mid OH last week). You didn't make any changes to the actual track from a "driving/handling" stanpoint, right? Like grip, layout, etc the Track is looking very good though, so any observations I make here are just "small stuff". Was this a port from F1C?

    I have also run a bunch of laps on the original v1.0 beta and your version from last night... here are my observations...

    1.0 has the cityscape all outside the track. May not be accurate to see any city scape except to the east (and not that close), but for some reason, with the same graphics settings, I get about 35-50 FPS with version 1.0. With your first version of 1.1 Tim, I was getting like 15-22 FPS. The updated files from late last night got me running 25-32 FPS, so much better, but still not as much as the cityscape 1.0 version (I would have thought the cityscape would have affected FPS worse than a couple of rolling hills in the distance). I was running all of my tests with between 20 and 30 AI cars in a test session...

    Speaking or "rolling hills".... Theoretically, you probably shouldn't have the rolling hills outside of the stands, because Indy is about as FLAT as Illinois! i.e. about as FLAT as a pool table. Probably shouldn't see ANY landscaping outside of the track wherever there are grandstands except for sky, and the backstretch of the oval where there are no stands, should be flat with maybe a small cityscape there. You could put a few trees in the infield E/NE of the road course, because that's where the golfcourse is.

    As far as the braking point going into turn 1, the new signs/cones help, although I've pretty much learned the track by counting to 1 after the end of the pit wall, so I have visual cues already imprinted on my brain. The only thing I would suggest (not sure if you could do this), would be start the darkening of the pavement sooner going into T1. The rubber on the track is there, it just starts way to late... could you extend the darkened pavement of the braking point closer to the actual braking point? That would be the most realistic in my mind, and the darkened pavement elsewhere on the track looks to be fairly accurate as a visual cue.

    I know you're aware of the "camera blackouts" (stinks between turns 1 and 4 because that is one of the more interesting parts of the track imho). I don't care for many of the camera views at all. Since I'm a neophyte at track editing/"beta testing", how are cameras set up and programmed in rFactor? I know there were some utilities made for NR2003 where you could completely edit all of the cameras, locations, zoom, pan or still, etc. Does anything exist like that at all for rFactor? I'd love to help with the cameras if there's a way to edit them. I really like the cameras used in some of the tracks that came with the game (Mills, Toban, etc.). Especially the moving cameras that move and pan with the car through some of the turns, and down straights. Since rFactor is made to be "moddable", let me know what software, or anything else I need to work on the cameras.

    Sorry this is so rambling... at work, and not much in the mood for it today! lol The track is really looking good, so keep up the great work Tim!

  10. #10
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    Rob and anyone else having sky issues after the #3 update:


    Revert back to the original files I have attached to this post....I will be creating a new horizon graphic later today as I found a ton of great shots of flatland to use with great skies....


    Sorry for the problems....and as for the framerate issue John, I have a clue as to what else I can do to help them, so let me look into it and I'll probably post an updated SCN tonight.

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