@Fuzo thanks for that update. Very appreciated. Is there any chance of a good Most track in the nearest future from your team? ![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Well, Most track is very tricky. There already is an AC version of Most, which is build from the same source as rfactor 2 version from Digga so if I did it we would have 2 same tracks and I don't see point in it. And second thing is that I know that @Patrik Marek is working on better, more accurate and recent version. I wonder in what state it is now@Fuzo thanks for that update. Very appreciated. Is there any chance of a good Most track in the nearest future from your team?![]()
Ok, and yes, I know from Patrik´s work, too. The current rf1 conversion we got is very poor so thats why I asked directly.Well, Most track is very tricky. There already is an AC version of Most, which is build from the same source as rfactor 2 version from Digga so if I did it we would have 2 same tracks and I don't see point in it. And second thing is that I know that @Patrik Marek is working on better, more accurate and recent version. I wonder in what state it is now![]()
Ok, and yes, I know from Patrik´s work, too. The current rf1 conversion we got is very poor so thats why I asked directly.
Do you think you may add a club version of Oschersleben, too (remove the barriers after turn 4) since the layout seems already to be there?
same question hereSorry but how can I install vao patch? May I put them files on CM loaded folder?
thx for your reply...it workedjust put them into main track folder and it should work
Fixes and updates in 1.4:
- added new "club" layout
- improved basic camera sets
- fixed road mesh names and issues with default track limits
- improved some materials around the track
- fixed flickering meshes around the track
- added shader patch config
Awesome course, but I was hoping for an AI improvement. They're really quite slow around the club course (just did a little session with the new SR3 that's been released by Shaun Clarke). Using that same car at Oulton Park (a mod course) or Brands Hatch (a kunos course), I get my ass handed to me, heheh, but at Oschersleben, I am apparently a racing god.
Cheers, I think a wheel might go a long way in improving the line. As it is, the course is fantastic for multiplayer and hotlapping...and I could probably make things more interesting by cranking the ai difficulty up a little higher than usual. I know there's a way to generate a new ai line, and I'd like to give it a shot...I could at least improve it a little I think, but I dont understand how the ai line files get put together exactly. As I recall, there's an in-game utility I can use to retrace the fastlane.ai, but I might also need to retrace the track boundaries on both sides in order to get that to work, unless there's a .csv reference file for the track boundary that I could use. I've tried it once before, but tracing that track boundary is so tedious...really easy to screw it up, then you have to start all over again, oi.
Just a small update with fixed track limits, because people did not like the version with strict limits... now kerbs should be valid again.
- reworked trees to Y shape
- added the barrier to chicane to prevent cutting
- reduced height of collision mesh for plastic columns along the track
- added some new features to CSP config
Thank you for this nice track. It looks really good.
I would like to use it but it just won't work with AI for me: it seems that every lap some AI smash right into the tyre wall barrier at the chicane. This makes races impossible against AI.
I removed the chicane_fix.kn5 from the folder but it made no difference.
Is there a way of getting rid of that tyre wall? It's a pity - I can't use this track because of it.