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Warwick Farm 68


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#16 Pablo_Fernandez

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Posted Feb 24 2015 - 12:00 PM

Well...I'm here if the team needs a hand for some work. It would be great to have all Tasman tracks for GPL. :)

Edited by Pablo_Fernandez, Feb 24 2015 - 12:01 PM.


#17 Iestyn16

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Posted Feb 24 2015 - 12:06 PM

Add Pablo in too! It just gets better and better :clap2:!

Edited by Iestyn16, Feb 24 2015 - 12:06 PM.


#18 Fat Rich

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Posted Feb 24 2015 - 12:08 PM

View PostStefan Roess, on Feb 24 2015 - 09:49 AM, said:

......
Of course we would share the files! Rob (Border Reiver) said will support you with help as much as he can. Afaik you are also in contact with Ginetto giving you support.
Great that you work on Teretonga and might pick up other tracks after that.

So something to look forward, even if it should be in some years. :)

:wave:

That would be great, I've driven Longford in Assetto Corsa, a converted track from rFactor, and it looks pretty accurate. Looks like there are lots of TSO to draw up though.

As for Teretonga, I've made some fairly drastic changes that are causing some clipping problems.... when I've fixed those and a few other things I'll post some screenshots and maybe even a movie in a new thread, apologies to Chris for derailing his Warwick Farm thread.

#19 chris skepis

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Posted Feb 24 2015 - 02:51 PM

Come on Fats....You donĀ“t need to apologize. Warwick Farm is just the title of the thread. But obviously involve all the remaining Tasman tracks. I always thought that Pukekoe and Terrible Tonga (as the drivers used to call it) were easy to make because they are very short tracks. I think there is a version of Teretonga for  TOCA Race Driver for the PS2. and also a very bumpy Oran Park.

#20 chris skepis

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Posted Feb 26 2015 - 05:53 PM

if anyone wants to make addons to Ardmore track this will help a lot

https://www.youtube....h?v=FOvMCCVIa_A

#21 pioujd428

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Posted Feb 28 2015 - 01:20 AM

Fat Rich it is so good to hear you are working on the missing Tasman tracks.

I wish you all the best I can with your efforts. :clap2:

Edited by pioujd428, Feb 28 2015 - 01:22 AM.


#22 SPman

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Posted Apr 01 2015 - 12:15 AM

View PostFat Rich, on Feb 24 2015 - 09:03 AM, said:

Yup, that's Teretonga. It's taken forever to get the track this far as there seems to be very little info out there, I've trawled through all sorts of stuff trying to find out what it looked like.

It looks a flat and ordinary track on paper but I was very pleasantly surprised how nice it is to drive, even the very first version without any altitudes. It's got a really good flow to it and the 64 to 66 version has a tricky last corner leading onto the long start / finish straight (sadly it's gone in the 67 version). Also Timing Tower Corner (now called Castrol Corner) has a fairly awkward curved entry a bit like a smaller version of turn 1 at Mexico. A nice little track.

I did a quick version of Pukekohe expecting that to be fun too, somehow it seems a bit ordinary. Maybe with some more work it'll turn out nice but I'll focus on Teretonga for now.
All sounds good. Puke is a much needed track - I've ridden and driven on Puke - both versions (I'm old).
For photos of action in the day, a good trawl through photo's, forum posts on this site, http://www.theroarin...eral-Discussion should bring up plenty of old Teretonga stuff - or just ask some of the members. Cheers

#23 Fat Rich

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Posted Apr 01 2015 - 10:44 AM

Thanks, I've been waiting for info on Teretonga but it's been delayed for various reasons (being on the other side of the planet doesn't help) so I've been getting on with the basic layout of Pukekohe instead.

How good is your memory? Could you talk us through a lap? It would be great to know about camber, dips at apexes of corners, large bumps and elevation changes. So far I've got:

A slight rise over the start finish straight (they moved the startline back to the end of the pitlane in '65 I think)
Slight downhill to the Elbow, maybe a dip at the apex? Hard to tell.
Out of the elbow past the stables and under the Dunlop bridge
Downhill entry into the GP loop... but how sharply downhill? Cars seem to disappear in the footage.
Track levels off as the corner opens up and then a fairly level run up the the 90ish degree corner alongside the railway
Slight uphill entry into this corner, maybe slight dip in the apex here too?
Long straight alongside the railway with a very slight crest where the tracks bends to the right
Level or downhill entry to the hairpin?
Hairpin seems very cambered and bowl shaped, now there's a huge dip at the apex but was it there in the 60s?
Fairly level exit from hairpin, slightly longer straight than now where the following corner has been eased
Then an uphill left hand bend that's much tighter than the current layout, followed by a dip down where the run off areas narrow over a ditch
Then uphill again and a right hander (alongside a cut in the bank alongside the track)
Then another dip and rise over the start line again

Some first hand info about the circuit in the 60s would be invaluable!

These videos might jog your memory:

https://www.youtube....z4_2bh&index=69
https://www.youtube....h?v=YWN_2W96ULE
https://www.youtube....h?v=UJQXmIAgEf8
https://www.youtube....h?v=8UZLuCbPw9g

I've already trawled though theroaringseason.com for Teretonga info, will do the same for Pukekohe..... it's a fantastic site full of great info and enthusiam. A bit like SRMZ really! :up:

Edited by Fat Rich, Apr 01 2015 - 10:49 AM.


#24 C_Stephens

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Posted Apr 04 2015 - 04:57 PM

Alot of these tracks were made for Nascar Racing 2003, wether the aussie v8 mod or just others. Couldn't alot of the textures or 3do's be converted and used, if the original track creators agreed of course?. I know 2 versions of Pukekohe, a Teretonga? I'm not sure on accuracy at all but it might save some time if alot of the buildings and such were usable,even if they had to be retextured, no?

#25 Fat Rich

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Posted Apr 05 2015 - 02:50 AM

View PostC_Stephens, on Apr 04 2015 - 04:57 PM, said:

Alot of these tracks were made for Nascar Racing 2003, wether the aussie v8 mod or just others. Couldn't alot of the textures or 3do's be converted and used, if the original track creators agreed of course?. I know 2 versions of Pukekohe, a Teretonga? I'm not sure on accuracy at all but it might save some time if alot of the buildings and such were usable,even if they had to be retextured, no?

Thanks for the info, I hadn't realised they were available for NR2003, I'll have to check those versions out. I've heard that it's difficult to get anything from more modern games converted into a clean, optimised format for GPL but I guess it's more possible to get things from NR2003. Although drawing this stuff up actually takes less time than the research involved in getting the tracks accurate :).

Both tracks look very different now to how they did in the 60s, although the track layouts are very similar the buildings have all changed. Pretty much the only building that is still at Pukekohe from the 60s is the distinctive main grandstand but the rFactor track builders don't seem to have bothered to draw it accurately and have just used a generic grandstand instead. Same story at Teretonga, I'm hoping we can do better than the rFactor versions.

Edit: Installed them but they broke my NR2003 install for some reason :D Found a couple of videos on Youtube and they also look very different to the 60s versions of the tracks so I'll keep plugging away using the maps, videos and photographs I've found.

Edited by Fat Rich, Apr 05 2015 - 03:51 AM.


#26 Fat Rich

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Posted Apr 08 2015 - 02:41 AM

I got NR2003 working again and tried Pukekohe and Teretonga, good work by the track builders, much better than the rFactor versions.

No real surprises at Pukekohe, but there's a lot of camber on the Teretonga track which I'm not entirely convinced about. I'll double check all the videos and 60s photos and see if I need to make any adjustments, however at the moment the lap times are pretty realistic and if I start adding lots more camber they'll be much too fast.

Thanks for letting me know about these versions, it's all useful information although I won't be reusing any of the 3dos or textures, the circuits have changed too much :)

Edited by Fat Rich, Apr 08 2015 - 02:42 AM.


#27 Pete Gaimari

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Posted Apr 10 2015 - 07:52 AM

I've been driving Longford in AC. More of a drive in the country than a track, but pretty fun.

#28 Fat Rich

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Posted Apr 10 2015 - 08:47 AM

Did you end up in the field at the end of the long straight?

I went so far in I couldn't find the track again :D

#29 Pete Gaimari

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Posted Apr 10 2015 - 11:02 AM

View PostFat Rich, on Apr 10 2015 - 08:47 AM, said:

Did you end up in the field at the end of the long straight?

I went so far in I couldn't find the track again :D

I sure did. Not much warning a 90 degree turn was coming up.

#30 Fat Rich

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Posted May 26 2015 - 08:18 AM

Just a little Tasman update, I plan to focus on Teretonga but do bits and pieces on the other tracks when I get frustrated and need a change :D

Teretonga: Have now got some great information (a book and a DVD) and made some changes, I'm now confident about the layout and levels of this track. Still lots of track side objects to draw up, the fans built their own grandstands using tipper trucks, sheep lorries or scaffolding poles and tarpaulins..... each one is different :really: . Plus it's become clear the surroundings of the track looked much more sparse than my current GPL version ("What utter desolation" said Stirling Moss in 1962 :D) so lots of work still to do there. I'm trying to to get the banks around the circuit to look overgrown with gorse and lupins, something that's quite tricky in GPL although there are a couple of places on the Spa 67 track that achieve this, it's given me some ideas. Whether the resulting track will run on anyone's PC remains to be seen!

Pukekohe: Fairly happy with the layout (65 version) and levels but a lot of work still to do with the surroundings... lots of buildings to make. Lap times seem to be about right and it's quite a challenging track, particularly The Elbow. When I'm 100% happy with the layout I'll make a 67 layout too.

Warwick Farm: I put a basic layout in over the weekend to see what it's like to drive, much tighter and technical than I was expecting. It seems to be a fairly flat track with just a rise and dip on the Hume straight, however there's not so much footage of the back of the circuit (Dunlop Bridge, Creek Corner, The Esses / Shell Bridge) I've a feeling there are some level changes there too.. Unlike the other two tracks I don't have any terrain info or onboard lap footage to judge the levels so if anyone has anything that might help, please let know. Lap times seem about right which is good news, haven't even started on the surroundings yet.

Longford: Received a book about the track (Barry Green: Longford, Fast Track Back) but not really thinking too much about this one yet. However, if someone wants to send me the build files the Tasman team started it would be great to start familiarising myself.

I thought that "GPL time" didn't apply to me and I'd get these tracks built quite quickly, I seem to spend hours putting data in for very little progress :yikesss: Will keep plugging away :far-side:

Edited by Fat Rich, May 26 2015 - 08:25 AM.





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