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Eifel Track 0.80
 
 

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Eifel Track 0.80
Version: 0.8alpha
Type: fantasy
Datum: 11.01.2009
Freigeschaltet von:
Autor/Ersteller: Soyseitan / Bjorn Klaassen
Streckentyp: temporarycircuits
Boxenplätze: 22
Ort: Eife
Land: German
Dateigröße: 93,9 MB
Downloads: 86
Geschätze Dauer: Modem: 03:54:30
ISDN: 03:25:11
DSL 1000: 00:12:49
DSL 2000: 00:06:25
DSL 6000: 00:02:08
DSL 10000: 00:01:17
Beschreibung:

Eifel track version 0.8alpha
I'm building a fictional track in the German Eifel. The location is around an aquaduct and in the surrounding forest. The track is setup to provide some great overtaking opportunities, combined with a couple of technical corners. 
Important note :
** This is the alpha version with alot of bugs and subpar models/textures, this is just a release for feedback ! **
Install instructions
Just extract the files into Locations
(At my pc the files are in D:/program files/rFactor/GameData/Locations/track)
Current version = 0.8 alpha
The reason I choose to release this alpha version is to get feedback about a couple of things :
- Performance on your pc. (What is the average framerate with which settings with what PCspecs)
- AI behavior. (Is AI ok or are there some weird things I missed so far)
- Bugs. (like holes in the geometry etc. or exploits, like areas where you can cut the track)
- General fun. (Do you like it in general or are there some areas that need work)
- Is the pitexit working & fun ? I positioned it in the middle of track, to provide an extra way to overtake someone just by choosing the other way around the pitexit.
Optional feedback :
- Graphics. Most assets are mockups and do not represent the art I want to have in the final version. Besides this a couple of things, like the churches/castle/plants are missing. But I'm always open to some cool ideas !
Known bugs :
General
- Timing is only updated between cars when they pass the start/finish /sector 1/2 lines.
- Lightbeams/trees etc. need some LODout tweaks so they 'pop' on less suddenly in your view
Assets/art/modelling
- In sector 3 some walls aren't correctly connected to the track, so watch out for some holes there
- Just before tunnel 1 in sector 1 there are some bumps that don't belong there
- Just before tunnel 2 in sector 2 there are some holes in the bridge/walls geometry.
- The pitentry is missing, so there is a big hole there
AI
- AI can crash in turn 1
Cameras


 

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