Excellent, although our 934 is slightly different to the car Gunnar is driving. He's in a Group 5 934/5 version, which has a big big wing
Old post and I don't want to talk about whether a building is 2m beside its physically correct position along the track or not. This doesn't make sense as long as it is not an important fixed point (e.g. to start braking irl). But laserscan data is also not a medicine for accuracy. In my opinion there are differences between the NOS of iRacing vs. Raceroom vs PC2 vs. GTS vs. AC....its everytime a bit different. Sometimes you get this feeling for the width (could be FOV...yes), sometimes regarding the curbs (this is more tobvious..)...sometimes the developers seems to handle this rather inaccurate..(PC2) and so on. And FFB is contrubuting to that as well. In general I'm also a fan of tracks made of laserscan basic data when it's processed seriously. The question for me is: Why did Sector 3 not use this technology again since the NOS was released? Is there any specific reason (costs, time, effort..?)? And because of that how is the approach of Sector 3 to engineer a new track properly that it comes close to the real one? Which data base do you use and how do you know e.g. the starting point of a track has a width of 12m that you realize later in the project you're progress in modelling is now on a level you are satisfied with? Perhaps someone can answer on...? @Georg Ortner or @Alex Hodgkinson Beside that I think the tracks are in very good conditions even if the data base is not made of laserscanned material. A lot of attention to detail can be find.
Very good, as usual, but right at the beginning of the video, at the starting straight, the mountain ridge on the horizon is missing in the game. No mountains no buy
I have seen comments about Raceroom being subpar when it comes to the graphics engine but when comparing these videos, it is hard to tell the difference? Not quite sure what people are seeing that I am not.
That's very impressive I don't know the circuit at all and It took me quite a while into the vid before I was sure which was the game LOL Only thing that really gave it away was lighting of the sky and the sun reflection on the camera lens Amazing job
Welcome to Sim racing snobbery syndrome, "My sim lets you change tyre temps, yours doesn't, so it's not a real sim!" "Well your sim is dull as ditch water and has a mish-mash of cars" "I don't know who you are but I will find you and I will kill you" You'll get the hang of it!
I can not get used to sound in Raceroom, somehow not right yet. I think the sound when accelerating has a wrong frequency? something does not match. When acceleration I hear two sounds, a grainy lower one and on top a high frequency one. In Raceroom I only hear the lower grainy one. I love the Prosche but not in Raceroom :/
Most of the new cars have this problem. The sound of the gear whine and engine are mixed together and should be separate samples. This is not an easy job because both sounds are loud and it is difficult to separate them. As a result, we have a compromise. The sound of the engine is correct and the sound of the gear whine is unfortunately not.
Yesterday I tried AC again with the sound mod from Fonsecker. Great, one can clearly hear the high frequency whine of the drive train, differential (I guess) and the lower one from the engine. Hm, hope never dies Lets see what Sector3 will do in the future.
At times I'm wondering who modeled the trees in the top video? They must have been rushed to get that track out the door.