High Force, by Brun
v1.0
Made everything better. I hope.
Now includes CSP config in 'asssettocorsa/content/tracks/highforce/extension'.
Any 'highforce.ini' file in 'assettocorsa/extension/config/tracks/loaded' should be removed to prevent conflicts.
Tested on the latest CSP preview 0.1.76p63, something's broken the displacement on the walls so I'm sticking with the 0.1.76p1 for that reason.
Added additional layouts with start points in Middleton-in-Teesdale, Stanhope, St. John's Chapel and Langdon Beck. These have Hotlap starts and Multiplayer spawn points, number of which varies by location as follows...
High Force Hotel: 60
Middleton: 22
Stanhope: 17
St John's: 28
Langdon Beck: 15
I'm not aware of any way to remove the #1 pit lolipop guy when in Hotlap which is annoying
Timing is set up to work anti-clockwise on all layouts
No AI or cameras
Hopefully all the physics issues in the previous version are fixed. Many thanks to all who pointed them out via the support thread or direct message. Pushed the invisible walls back a long way, as commonly requested. Not sure how the physics will hold up further off road, but had a couple of big offs in testing and it seemed ok.
v0.1
***WORK IN PROGRESS*** Please bear this in mind with regards to feedback
No AI at the moment so offline is limited to hotlap and practice. There are spawn points for other vehicles so multiplayer may work, but is completely untested.
The driving *should* be pretty solid. The open areas have invisible walls not far from the road so there's no opportunity to go completely cross-country, accidentally or otherwise.
Most ovbious of the things left to do is the unfinished buildings. Was planning to get through all that before making it public, but progress is slow.
I've added cones and roadworks signs at some junctions where it's not obvious which direction to go. If you get familiar with the route and want rid of them, edit the models.ini file and remove the last entry.
There's support for AO and grass if using CSP. Not really getting the results I want from the AO baking, but it's still an improvement over the default. For the grass, the 'highforce.ini' file should be copied to '\extension\config\tracks'
***WORK IN PROGRESS*** Please bear this in mind with regards to feedback
No AI at the moment so offline is limited to hotlap and practice. There are spawn points for other vehicles so multiplayer may work, but is completely untested.
The driving *should* be pretty solid. The open areas have invisible walls not far from the road so there's no opportunity to go completely cross-country, accidentally or otherwise.
Most ovbious of the things left to do is the unfinished buildings. Was planning to get through all that before making it public, but progress is slow.
I've added cones and roadworks signs at some junctions where it's not obvious which direction to go. If you get familiar with the route and want rid of them, edit the models.ini file and remove the last entry.
There's support for AO and grass if using CSP. Not really getting the results I want from the AO baking, but it's still an improvement over the default. For the grass, the 'highforce.ini' file should be copied to '\extension\config\tracks'