Tracks Fuji Speedway

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ManekingTS submitted a new resource:

Fuji Speedway - japan international circuit

Fuji Speedway (Fuji International Speedway) is a circuit located in Oyama-cho, Sunto-gun, Shizuoka Prefecture, Japan. The abbreviation is "FSW.
Along with Suzuka, it is one of Japan's most famous circuits.
Many big events such as WEC, Super GT, Super Formula, 24 Hours of Fuji, etc.

45pit/grid
csp
・Grass fx
・Rain fx
・Digital flag
・Displays
※Read "read me" before you use it.

replaycam/camtool:牛乳やさんhttps://www.racedepartment.com/members/ckkjw398.801432/

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Thanks very much for the track.
I'm getting terrible aliasing on the power lines in VR (Rift CV1, so admittedly not the highest-resolution headset), much worse than on other tracks. Can anything be done to reduce the jaggies?

Screenshot_porsche_996_gt3_2001_fuji_speedway_mts_1-7-122-17-19-7.jpg


At the moment I've hidden the cables completely via a simple config, which solves the problem but obviously isn't ideal.

[MESH_ADJUSTMENT_...]
ACTIVE = 1
MESHES = steel_tower.018_SUB1
IS_RENDERABLE = 0

Many thanks.
 
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Hey there,

Thanks again for this track, it's excellent!
I didn't find any major bugs yet but I have 2 small suggestions:

1. The sausage curbs are painted in orange in real life, yours are yellow right now.

2. I think that the Mount Fuji texture in your version is a little too small after comparing it to real life onboard videos and also the new iRacing version of Fuji.
I know it's really hard to compare it properly because of different camera settings and positions inside the cars but overall you can still tell that Mount Fuji should be a little bigger/taller compared to the other mountains next to itiRacing.jpg.Screenshot_ks_porsche_911_rsr_2018_fuji_speedway_mts_1-6-122-17-40-45.jpgWEC 2019.jpgScreenshot_ks_porsche_911_rsr_2018_fuji_speedway_mts_1-6-122-17-42-51.jpg
 
Hi.. I'm not sure why, but the track is only allowing one AI car. Any ideas? Thanks!

Update: when in doubt, redownload and install; works okay now, heh!
 
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I've done 20 or 30 laps of the real circuit in various cars, the other track mods are very close in layout but there's something missing. Looking forward to trying this one.
 
Thanks very much for the track.
I'm getting terrible aliasing on the power lines in VR (Rift CV1, so admittedly not the highest-resolution headset), much worse than on other tracks. Can anything be done to reduce the jaggies?

View attachment 578104

At the moment I've hidden the cables completely via a simple config, which solves the problem but obviously isn't ideal.

[MESH_ADJUSTMENT_...]
ACTIVE = 1
MESHES = steel_tower.018_SUB1
IS_RENDERABLE = 0

Many thanks.
In situations where AT dithering can cause trouble because textures don't have only plain black/white alpha, you can try a shader replacement to set the mesh (selecting by material is more practical for this end) to transparent and blending to alphablend to help with AA in a non _AT variant of that shader. But given that your screenshot looks like upscaled, "thin" very distant cables will always look bad unless the opposite is done (downscaling or expensive aa methods, if not a more complex temporal upscaling method like dlss/fsr 2 to minimize it).

Only things to point about the track after a couple of laps are some noticeable mirrored Y trees at mid distance, obvious texture tilling in runway areas, main track, and on cemented/patterned walls and their NMs. There is also a vertical stripe where the 2d background joins. Thank you.

edit: those are actually Y trees not done in the preferred way to avoid mirroring, not X
 
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