******************Targa Florio - GPL conversion for rFactor*******************
*******Thanks to Ginetto and his team for creating this great GPL track*******
************and for allowing us to convert it to our favorite sim.************
*************Please read GPL.txt for the original track credits.**************
During our conversion of the Targa Florio we encountered some significant bugs,
as we went along pushing the limits of ISI's engine. (read the FAQ for more info)
Because of this, we were going to hold off the release and wait for rF2.
But after much consideration we decided (with Ginetto's blessing)
to release the track 'as is' for you guys to enjoy in rF.
We hope you like it!
If you want to convert the track to another platform,
please contact us on our forum
Targa Florio conversion team.
Unpack to your rFactor main folder and overwrite! Enjoy!
-Multiple road bump levels
-Added treelines, terrain to cover gaps in the mesh
-60 cars support
-Billboard trackside objects
-New double-material foliage
-Movable objects with mass (will damage your car if you hit them)
-Visgroups for best performance
kuato - GPL conversion, mesh work, max scripts
6e66o - lead artist, road bump levels
Thor - cams
Deadeyeski - mesh work, multi-materials, flying objects
Baule - 3d object placement, historical grid
Beni C - mesh work, additional terrain
Bud Lucas - AIW
TICTOC - mesh work, 3d objects
manolo - additional terrain
HistorX Team: Rantam, YoShImUrA, Hugh Jarse, gonzas
Virtualracing.org (beta server)
Max Angelo & Micki
SPECIAL THANKS TO:
Virtua_LM - permission to use flying objects
Hudson Kerr - sky texture
First time loading the track takes longer then usual. rFactor needs to create a HAT file.
After that loading will be much quicker.
If you are using a multicore system try to add "+fullproc" and/or "+highprio" to destination of your rfactor desktop shortcut.
How to improve performance/FPS:
Start with turning off blurred shadows.
Turning down shadow quality from maximum to high will replace all dynamic shadows with static shadows.
Turning down shadow quality from high to medium will get rid of tree and building shadows (huge fps improvement).
Cars will still cast shadows.
Turning down track details to low will get rid of a large part of the spectators (huge fps improvement).
Dont worry, all the rest will still look as good.
Amount of spectators:
Maximum amount of spectators is only visible in warmup and race session (except at low track details).
On a test day the track is a lot less crowded, like in real life.
-in track cam:
This is a ISI engine issue with large tracks. Nothing can be done about it as far as we know.
For viewing replays we recommend using medium shadow quality, or disabling them.
-in cockpit view:
Adjust clipplanes in vehicle.cam file.
Open cam file with notepad, search for this section and change the marked line:
Color=(164, 218, 249)
ClipPlanes=(0.100000, 500.000000) <-
OrientationRate=(35.000000, 35.000000, 25.000000)
PositionOffset=(0.000000, 0.00000, -0.3000000) //(Left-Right, Up-Down, Back,Forward)
OrientationOffset=(-0.070000, 0.000000, 0.000000)
Also make sure LODMultiplier is set to 1, that will prevent scenery drawn in the distance, where it shouldnt.
rfactor has a limit of 128 cams. (300+ cams are needed for this track but once you go past cam 128 they stop tracking)
No race groove:
The AIW editor provided by ISI was not able to save our aiw with racegroove.
But as Targa Florio was held on public roads, you wouldnt see that much rubber on tarmac as on other permanent race tracks anyway.
Historical vs. regular grid version:
In the regular version you start the race like on any other race track.
But in real life cars at the Targa Florio started the race in 30 sec intervalls, slowest first - fastest last.
We tried to simulate this with the historical version, where the pole setter starts last, and the slowest after qualifying starts first.
Note that the track supports 60 cars on the grid, which means if you only load f.e. 30 cars on the historical version, the slowest car will still start on P1, which however in that case is not at the start/finish line, but is in fact the 30th starting spot.
This is due to the fact that we simply switched the starting spots (60=1,..., 1=60).
Also keep in mind that the timing/positions in rF HUD will only show correct standings after you crossed the finish line once.
HI guys, first of all thanks for all the hard work. I do have a problem though. I did a fresh install of RF1255 and installed the CSGT WSC70 mod. Track loads fine, but my car (and all the AI cars as well) is invisible. Only thing I can see is the underbody shadow. Tried several different cars with the same result. Then I tried to load the same cars on a couple of the ISI tracks. They all loaded fine which points to this track as the culprit. Any thoughts? Thanks.
i am having a problem with the historic grid. when i start the race all of the cars are in different parts of the track like one is on the start and finish line while the others are on the long straight, some on the towns and some that are up in the mountains.
has anybody been having this problem?
is there a fix?
Hello, again. I have converted this track to f1c for my own and personal use. Finally I could fix the 95% of the skyboxi and I fix the fog values too, and now the colors of the skyboxi are more vivid. The actual size is 158 mb (f1c), that already is very big. Here is a gallery of pics, with the 5% of skyboxi that I already need to fix. There are some screens too, with other bugs, like missing Italian waving flag, and, in some part of the track, there are missing shadows of the car, in the road. And racegroove doesn't work in this track, that is the same problem with rfactor version. I need to ask you again. Would you like give permission to release this track for f1 Challenge 99-02? Thanks in advance.