GPVWC.com ran its Masters Series finale at Symmons Plains this past Wednesday (13th) which I participated and won both the Drivers and Teams Championship. I’d like to thank Tom Parker and David Fidock for racing in the second car and … Continue reading →
The second release of Symmons Plains Raceway (0.95 Beta) fixes issues found by the community, including the infamous wall collision bug, you can now ride the walls until your heart is content.
Flag stations have been fixed, they were activating at the wrong point of the circuit (other side of the barrier), this is now fixed with this version. Overhead adboards now shouldn’t flicker, this does depend on the mod and camera you are driving from though.
Filled in a few small holes found around the circuit and i’ve added small while panels along the back straight and by the marshal posts which were missing in the previous release.
I have also added a small tribute banner on the start finish straight for Sean Edwards who tragically lost his life in a crash at Queensland Raceway in October, I considered Sean as a good friend and wanted to do something to commemorate his life. Continue reading →
My first release for rFactor2, Symmons Plains Raceway in Australia is located 30KM south of Launceston, Tasmania. The circuit is best known for hosting a round of the Australian V8 Supercar Championship currently known as the Microsoft Office Tasmania 365.
This beta releasing introduces the circuit to rFactor2 and therefore may include bugs and various other problems, this being my first release on the platform I wanted to get it out there for people to test and see where I can improve.
I would like to thank Tosch for his hard work on the AIW and HDR profiles for the circuit and ISI for making the game and being available for questions during development of the track.
On a side note I have added a donate button to the right bar on the site, if you feel I deserve anything for my efforts I would gratefully accept any donation.
The last rfactor 1 assets from the track have finally been replaced with new and improved models and textures. The remaining models were the pit wall and front straight wall leading down too the hairpin. More work still needs to be done to the outfield adding some more buildings and trees but release of a 0.9 beta shouldn’t be too far away now. Also Tosch is making great progress on the AIW and HDR profiles for the track, which he very gratefully offered his time for.
This part of the build process for me is by far the most difficult to create a believable world, the background and trees. I’ve started adding the background trees to the track, i’ve foreshortened a lot of the distant tree lines and just made them smaller.
This is one part of the track I’m more than willing not to be 100% accurate, its a shortcut pretty much all track builders use and surround there track with tree walls, I’m trying to keep it to a minimum and put things in the right place where ever I can.
I’ve completed a few more buildings for the track today. Two of them on the infield of the circuit on one on the outfield just outside of turn 2, till plenty left to do.
Also i’m looking for someone to help me with the AIW this is probably my weakest point and i don’t want the track to be let down by crappy AI.
My current hope if i’m not able to get a job between now and the end of august is the have the track nearly ready for a September release.
Work has slowed on the track with my Graduation taking place last Friday (the 12th) and with the temperatures in the UK making it nearly unbareable to sit at my computer for prolonged periods, what i would give for Air Conditioning.
Anyways i digress, One model i have completed is the Bridge that goes over the circuit at Turn 3. Other enhancments have been made to the track but this is the biggest new thing i’ve done so here’s a few screenshots. Continue reading →