Mr. Malarkey
Premium
Thanks a million. That was above and beyond the call of duty, for something was really no big deal. I wish I'd have re-worded my entire question.
Yeah, the final version performs betterHi and thanks again for your great track. Love it but is there any possibility to optimize it? Compared to other tracks yours has about 10-15% higher GPU load especially in replays. Thanks mate.
Thanks, I'm looking forward for itYeah, the final version performs better
See overview page for details.
Great sound ! I'm missing the lollypop man from the pit box though.Johnr777 updated Road Atlanta 2021 with a new update entry:
Version 1.0 - 2022 specifications
Read the rest of this update entry...
Great sound ! I'm missing the lollypop man from the pit box though.
meshespit:setVisible(false)
- Removed lollipop guy, if you want him back, delete these lines in \extension\csp_lua\object_removal.lua:
meshespit1:setVisible(false)
meshespit2:setVisible(false)
meshespit3:setVisible(false)
meshespit4:setVisible(false)
Is this with the latest pure?Hey there! Love your work and wow does this track look amazing! But i found a bug i think. At the breaking zone from the last chicane, between the chevrolet signs, my car just turns a bit dark for like 5 times but 1 time completly black. Hope you can fix this. Thanks!
View attachment 605042
It happens with every car i tried and it looks the worst in overcast mode, from what i know. But you can also see it in clear weather and so on.
its in pure, dont know if its the latest, but one of my friends had the same thing in SOL tooIs this with the latest pure?
Its the VAO files, delete them and that goes awayits in pure, dont know if its the latest, but one of my friends had the same thing in SOL too
From what ive seen so far it happens on many places at the backstrait.Is this with the latest pure?
Its the VAO patch files affecting car shadows, you can delete themFrom what ive seen so far it happens on many places at the backstrait.
ok works fine now! Thanks doc!Its the VAO files, delete them and that goes away
It was done on purpose, to try and prevent cheating at Turns 3 and 10A.Merci for a great update of the track.
The inside grass at turn 3 is like an aircraft carrier arrestor hook though and needs some attention.
Thanks for the reply. I'll see if I can do what you say.It was done on purpose, to try and prevent cheating at Turns 3 and 10A.
If you don't plan on using the track online, you can tweak the entry "NOCUT" in the surfaces.ini, using values from the regular "GRASS" entry.
I don’t suffer that extreme of a drop in frames, but could look into it. What other track do you have good performance at night with similar amount of lights?Absolutely incredible work, and my favourite track mod by far. I'll echo what a few other people have said though, track lighting absolutely hammers my FPS (to the point it drops down into the 60s when hotlapping - most other tracks I can keep a pretty solid 90 FPS with a grid of 18 cars!). Not sure if much can be done there, but if it could that would make it even better.