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Monte-Carlo 1966 (League Friendly)
   
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File Size
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360.696 MB
10 Mar @ 12:45am
30 Aug @ 12:17am
2 Change Notes ( view )

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Monte-Carlo 1966 (League Friendly)

Description
This is a stand-alone league-friendly version of S397/ISI's Monte-Carlo 1966. It will not overwrite the original version.

Overall changes in league-friendly version:
- Increased grid and paddock capacity.
- Revised night lighting.
- Static hay bales in the chicane (with invisible low-poly collision meshes).
- Minor graphical fixes/improvements.

Details:
- Increased capacity to 72 cars (extended paddock area, extra pit boxes, extended xpitin, grid goes around hairpin).
- Added Staggered Grid layout (in case of emergency - only difference is the grid is staggered - can be removed).
- Added Trackside Camera Group 4.

- Reduced omni count from 90 to 35 (less dynamic/immersive, but fixed omni quota overload on track and other surfaces).
- Omnis are dimmer, wider range.
- Re-tuned light glow textures/UVs to be less glowey.
- Fixed z-fights on foot lights in tunnel.
- Additional old-style street lights opposite Casino Square.
- Added glow to old-style street lights.
- Added glow to cafe/bar/hotel signs.
- Added glow to harbour entry towers.
- Added representative street light glows to the distant hillsides.

- Fixed elevated yellow paint line on left footpath before tunnel entry.
- All paint decals slightly lower, including some additional cutting (to ~6mm, was more like 10mm).
- Fixed uv mapping on harbour-side poles after Tabac.
- Split stonework detailing decal mesh into two to fix for omni lighting (St. Devote/Portier).
- Removed a number of movable red barricades from casino square to reduce perf load.
- Hay bales at Chicane are now all static, and removed additional hay bales from runoff.
- Simplified invisible hay collision in chicane.
- Simplified invisible armco collision for all armco.
- Added fictional red/white banner to left armco at chicane for visibility.

Original Studio 397 / ISI Monte-Carlo 1966:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=926662328
9 Comments
alan.h.hernandez.vazquez 4 Oct @ 5:06am 
Such a W track. great job!
woochoo  [author] 2 Sep @ 6:26pm 
I'll leave it how it is. The league I made the changes for (HRSC) were accepting of cars going into the harbour (and several did), but they didn't want cars being caught up with the movable hay bales spread across the track

So in this version, "hitting" the hay bales will still have the car collide with an invisible wall, keeping the car in the racing area without spreading hay bales around, which is good. The invisible hay wall also allows a bit of luck, reducing the chance of a spin or serious damage, which is helpful for keeping the track clear and helpful for league racing (and offline racing)

But having an accident that causes a car to go over the hay bale height is going to have the expected effect. Hitting the hay bales high up can also send a car over. Can't go making too many concessions. The harbour is a serious situation, after all

if the cars are going straight through the hay into the harbour in this version, that would be a bug to fix
Woodee 1 Sep @ 5:03am 
Is it possible to put invisible walls up so cars don't DNF by going into the harbour? I know it's not realistic but it helps league racing.
DurgeDriven 31 Aug @ 11:03pm 
Thank you
woochoo  [author] 30 Aug @ 12:22am 
I've attempted an AIW fix for the track cut triggering on the left side after Tabac, mentioned by Cruicky. Applied to both staggered and regular grid version.
Also added grid boxes to 104 spots total, for fun, but paddock and pits can't support that many properly (not enough room)
matthias.brunst 29 Aug @ 10:42am 
Thanks
Cruicky 29 Aug @ 7:30am 
We found a track limits error in the 3rd sector. It's 100 metres past the gantry that says BP LONG LIFE. If you drive on the left side of the track you get it. The original track has this error too.
Cruicky 25 Aug @ 5:15pm 
Thank you :steamthumbsup:
Fred Owlpen 25 Aug @ 2:32pm 
Great job! It's looking fantastic!