I think there should be added wall that prevents jumping from behind of pits to car park.
If you do that it will teleport you back to the track like shown here :
(I can allready see demo noobs trying to crash racers this way )
Seems that all of the BL hotlaps should be deleted, cus people were doing some testing and they said its not possible to drive the previous laptimes, not even close ... because of curbs
The bug seems to be gone, but if you did find something that is actually wrong I am using win10[64bit]
Also I'm not 100% sure but as far as I remember the car's shadow was not visible on the ground.
I was building a custom layout with bridge on old Blackwood and decided to test how it fits on new Blackwood. Looks like the track of new Blackwood is not on the same z-level with the ramp to the bridge?
- The industrial part is nice
- More detailed textures are nice, though they seem a bit too sterile, the current version of Blackwood looks quite a lot more vibrant
- The Historic layout is a great addition
Glitches/bugs/errors
- Some undrivable areas are marked on the open cfg minimap (for example the bit on the inside of the right hander after backstraight)
- There are some questionable shadows around the pitlane exit and around one stack of containers
- The dividing wall in some of the garages has no shadow
- What about those cones someone mentioned above?
Suggestions/opinions
- The kerbs: yeah.. the new blocky shape and the step between the kerb and concrete panels unsettles and bumps some cars around a lot, this is a lot more dangerous on corner exits. Is it possible to go to the old style kerbs here? or at least smoothen them out somehow...
- As for the sausage ones, i hate them personally, but i understand the reason why they're there, seems to me they are a tad too high maybe?
- Maybe change the color of the pit entry/exit blend lines back to yellow? For better visibility
- I think the times set in test patches shouldn't be reflected in LFSW, I just set a BF1 PB for BL Rallycross
I am sorry but those numbers are really bad. It's not difficult to find a better graphics card for just a few Kuna's I guess? It's all you need. http://www.njuskalo.hr/
Indeed. This track, plus all of the other ones that Eric has been working on have been developed with the new tyre physics. I did a few laps of GP in various cars last night and the kerbs really were a problem when I hit the sweet-spot where the tyre-glitches happen. I can only assume that the glitches we currently experience with the current tyre physics have been alleviated with the new physics else we would be seeing fewer of these types of kerbs rather than more. Until the new tyre physics head our way, we're going to need to approach the kerbs with as much caution as do for WE1R T2 etc.
My opinions after driving around a bit
- Sausage kerbs should be lowered slightly. They should be more friendly since hey, you're revamping to make it look more attractive, and mostly Demo (new users) will be the ones playing it for the first time. Don't want the inexperienced rolling over every race..?
(Maybe replace the sausage kerbs with the F1 track extension "vibration reverse kerbs"? The red ones that vibrate and unsettle the car)
Kerb -
Would still cause trouble if you run over but are still friendly if you fly over them at the right angle. Plus UF1s would be able to ride them, if you'd try to ride the willy kerbs now you just end up with an upside-down UF1
- Open the highway? Probably suggested before, so I'll just leave this here as a hang.
- Smoothen exit kerbing. Said before above, exit kerbs should be gentle and less-punishing.
That's it basically, feel free to comment on these ideas below, I'm probably not the best guy to go for opinions but hey I'm still human
Oh, Poland flag is upside down.. Sry, thought you was from Poland. Hhmm yes Indonesia is a difficult country, afraid you have to stick in the old situation there is not much what can be done.
I just want to correct you guys on this. On older graphics cards, higher resolution textures do affect frame rate significantly. This is mainly because of the memory access. Using half texture resolution can of course help with this.
About open configs, these days they use the full optimiser system (invisible object removal) by use of path switching so the frame rate shouldn't be any lower than closed configs.