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Dundrod Released


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#1 Jim Pearson

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Posted Oct 17 2004 - 01:00 PM

Mirror of the Racesim release thread. Bit wordy, but what the hey   :wave:

Speedgeezers are my background hosts thanks to Paul and DD

COPYRIGHT

This Dundrod track is released for the personal use of my friends in the GPL community.

All original work in this release, including track file, 3do and original textures, is copyright Jim Pearson September 2004. All rights reserved.

These files are not to be copied, used in full or in part for any commercial purpose, converted to other simulations, or mirrored on other sites without my specific written permission.

This track is my attempt at an accurate recreation of what Dundrod is really like to drive AND look at on a partially cloudy late summer day. So please, refrain from producing add on's/ upgrades/ CLN and groove files/mips or horizons that dont improve authenticity and/or disturb the the carefully crafted overall harmony of the textures.



DUNDROD, NORTHERN IRELAND

11.91 km of public country roads west of Belfast, closed for race meetings. Narrow, bumpy, blind apexes, sudden dips and drop offs, roadside ditches. Very fast and very dangerous.

A circuit which hosted several rounds of the World Long Distance Sports Car Championship and the British TT in the 1950's, with works entries from Jaguar, Maserati, Mercedes, Porsche and M.G.

Stirling Moss won the 1955 race in a Mercedes 300SLR from Juan Fangio in another Mercedes and Mike Hawthorn's Jaguar D Type. However tragedy struck during that race with two separate fatal accidents at Deers Leap and Cochranstown, in which three drivers died. Road racing in sports cars was subsequently abandoned at Dundrod, but the bikes and sidecars continued to race and still do so twice a year in the Ulster Grand Prix and Dundrod 150.

My GPL Dundrod is a representation of the public road circuit  used from 1965 onwards, which differs slightly only at Leathemstown and at the Hairpin from the circuit used between 1953 and 1964. There is no historical connection to 1965 F1/65 GPL Mod. I may release a '53 version at a later date if there is substantial interest.

This offering comes complete with [ and at no extra charge :) ], the classic Deer's Leap combination which, if contained in a set of rally notes from Derrick Ringer, would probably sound something like this.

"...medium fast right...camber change over blind crest to dip...plateau with bump...drop off...then second drop off with jump # "

# for 65 F1 add "maybe" :)


ACKNOWLEDGEMENTS

I wish to thank my three testers from the Racesim Central forum;

Ken Murray, who has raced bikes at Dundrod and knows the risks inherent in the real track all too well - see memorial plaque at Ireland's bend.

Phil J, a local resident who has driven many private 'laps' here in real life; and

DDangermouse.

Thanks also to PhilJ and John Black in particular for providing valuable archive and current images as reference material.

Special thanks to Paul Jackson and SPEEDGEEZERS for hosting the downloads.



A FEW QUICK NOTES THAT SHOULD BE WORTH YOUR WHILE READING, PERHAPS WHILE YOU ARE DOWNLOADING



1] AVAILABLE DOWNLOADS

a) DUNDROD Zip.......the default textures in this are optimised for D3d, and wont really be sharp enough for Open GL.


B) OPEN GL TEXTURES Zip.......selected close to track textures with reduced sub-images to improve sharpness in Open GL. Place in Dundrod track folder AFTER using the self installer.
[ CARE Not suitable for D3D as they will 'sparkle' too much, so be warned :)

These wont permanently 'overwrite' the D3d textures in the main zip, which are captured in the track 'Dundrod.dat' file, so you can try these in your Dundrod track folder and while in there, they will override their D3d equivalents in the 'Dundrod.dat' file. You can then revert to the D3d textures contained in the 'dat' file at any time if you wish, by just removing the loose Open GL textures from the Dundrod track folder.

c) DUNDROD JRP SETUPS Zip.............NB:The track default setups are my own  67 "stable" F1, F2 and F3 setups.
This Zip contains additional faster F1 setups of mine for those who have good car control and prefer enhanced throttle steering through fast turns, and a set of both 'Stable' and 'Fast' 65 Mod F1 setups.

d) ALTERNATIVE A.I. Pack. Substitute Track.ini for easy tuning of the AI to your own speed.[ BTW The AI will leave you room to pass, if you are good enough, in several spots, despite the narrow circuit ]

e) ON LINE SERVER HOST/ HOTLAPPER TRACK.INI..to enable you to start your first lap at speed on warmer tyres.



2] GROOVE, TRACK SHADING, ETC

This is a long 'public roads' track that doesnt 'mark up' much, so the groove I have made is fairly light and generally broad. It has been made to look as historically correct and natural as possible with varying width and a specially designed groove texture that will show replica tyre marks.

The groove file has also been manually edited extensively in width and intensity to add complexity to / complement the tree shadows painted on the asphalt and add 'exit marks' to road junctions etc etc..

Furthermore, the groove has also been edited in places to add large broard patches of graduated shade over extensive distances, such as you would naturally see on a partially cloudy summers day in Northern Ireland.

So please do not ask for a regroove for this track or use a different groove mip. If either is done, much of the immersive atmosphere would be lost and the careful blend of light and shade between all these elements will be degraded.! In other words it will look like .... : )

Lastly, the asphalt is made up of lots of subtly different small textures, with crazing, shiny strips, dusty parts for inside corners etc, rather than use of one texture that looks the same all around the track. This was to try to replicate the natural changes in road surface that occur on these public roads.



3] TELEGRAPH LINES

These are a feature of this track in real life and a good sample is included. They also cross the road in four places, but unfortunately if you are using Open GL all you will see will be the poles.. The wires only show in D3d.



4] DRIVING 'AIDS'

A long, fast, narrow, bumpy, track with several blind turn ins and apexes can be challenging. So I have placed marshalling stations [ hay bales and flaggers ] at the point where you SHOULD start slowing for all the difficult corners, plus a life sized road direction sign at the approximate TURN IN POINT to help you line up the apex at those corners.


5] FRAME RATES

Textures are 99% small 4 bit. Medium resolutions, nothing over 256pixels. While draw distances are pared down as much as possible without getting scenery pop ups, some long draw distances are inevitable here.

So there may be some frame rate hits especially in D3d, but Open GL seems to show exceptionally good frame rates at this track for some reason, up to 10 FPS better than D3d on my P3 1.7 GF3 500ti rig. [ See notes on Open GL texture Zip above ].


6] HOW TO APPROACH DRIVING IT?

Three tips from me....

a) DONT BE CONCERNED BY TRACK WIDTH - It looks very narrow to start with, and the bumps and roadside ditches/field drop aways are a little unsettling if you have been driving wide 'billiard table smooth' tracks, but learn the few tricky corners, DRIVE SMOOTHLY and you will find there really is a lot of room. GPL tends to make tracks look narrower than they actually are to drive. Have a look at a replay in 'chase' cam to see. Have a look at the included replay to see how much fun you can have here, even in the tricky Brabham BT 24 F1.

B) BRAKE EARLY, never using more than 2/3rds brake pedal, especially in the three bumpy downhill braking areas; and

c) TURN IN EARLY toward the apex of all the medium to fast corners.

ABOVE ALL, THIS IS A TRACK THAT REQUIRES VERY PRECISE STEERING AND USE OF ALL THE AVAILBLE ROAD WIDTH.  

DONT JUST FLING IT AROUND AND EXPECT TO STAY ON THE TARMAC. BUT CONCENTRATE AND YOU WILL STILL BE ABLE TO DO DELICIOUS LONG DRIFTS THROUGH THE MANY MEDIUM/FAST TURNS HERE.

BE DISCIPLINED AND YOU WILL DO OK AND ENJOY THE CHALLENGE, but watch out for those roadside ditches!


7] SHRUBBERY

There are selected [not all by any means] places in the shrubbery where you can drive straight through it. Usually in spots where you could hit it fast and almost head on, like outbraking yourself into Quarterlands for example.

Why did I make it like this?

I had a choice. The traditional 2055 collision value for hay which makes a car stop abruptly and invariably traps it if hit at that big angle. The alternative was to remove the collision and allow the car to drive through into the field beyond then return the same way, only penalty being time lost.

In reality what happens when a 1000lb car plus driver hits a small roadside hedge or flimsy two strand wire fence head on at even 50mph? It goes straight through it.

So I maintain that removing the collision in these spots is closer to reality than leaving it in, having the car come to an abrupt stop, then become trapped, with Shift.R the only way to release it !



8] HOW DO YOU PRONOUNCE DUNDROD?  

DunDROD....... with much greater emphasis on the second syllable.



Thanks for reading this. I hope you can now enjoy some 'Almost Real Road Racing' on this classic Northern Irish Circuit.


PLEASE DO NOT LINK DIRECTLY TO THE DOWNLOAD OR TO ANY PAGE OTHER THAN THE LINK BELOW

http://www.jrpearson....com/index.html

Click on GPL Tracks and then the Dundrod Circuit picture.

Enjoy  :thumbup:

Jim Pearson

16 October 2004.

#2 Quattro

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Posted Oct 17 2004 - 01:11 PM

Hey Jim: Thanks very much mate as I'm sure it'll be a winner like everything you do. :notworthy:
Cheers Quattro :wave:  :thumbup:
***************************************
WOW this is kwel Jim .. The road surface looks and feels great bloody fast too  :cool:
Ta Jim :newtrk:  :woot:

Edited by Quattro, Oct 17 2004 - 01:47 PM.


#3 Rocket III

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Posted Oct 17 2004 - 03:36 PM

Thanks Jim  :bandana1:




:thumbup:

#4 Jumi2

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Posted Oct 17 2004 - 04:13 PM

:wave:  :thumbup: Thank you Jim! a great track, really love the atmosphere and sense of speed! Well done. :wave:

#5 pirenzo

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Posted Oct 17 2004 - 04:25 PM

Oh man, I really wish my GPL PC wasn't broken...

#6 Robert Zeugin

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Posted Oct 18 2004 - 12:55 AM

Must be even x-mas :xmas:
First Cadwell then the new Cooper and as crown of the day Dundrod.

:thumbup: Thank you very much Jim.
Really fantastic work.

#7 WelfMan

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Posted Oct 18 2004 - 04:09 AM

pirenzo, on Oct 18 2004, 12:25 AM, said:

Oh man, I really wish my GPL PC wasn't broken...

<{POST_SNAPBACK}>

Yeah, same here :cry:
Thanks for this track, Jim.

#8 dangermouse

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Posted Oct 18 2004 - 09:44 AM

Jim,

I have seen all the work you've put into this track and you have excelled yourself!! The last Beta was amazing but this track is just brilliant. The atmosphere is just amazing! I'm glad you decided to make it the accurate width. Many thanks!! And yes the colouring is right :lol:


:wave:

#9 Alan Davies

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Posted Oct 19 2004 - 01:02 AM

Jim

Awesome just awesome, and so real you've captured the very essence of the circuit.

Alan

#10 Eric Bourgouin

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Posted Oct 19 2004 - 04:58 AM

Hiya Downunder Dude!   :wave:
Man, that's a mighty fine looking track! Your trackside terrain structure has got to be the best there is out there -makes it look sooo much more natural this way- :thumbup:  I see that you used a different Photoshop method than IOM on working the textures, as they are slightly easier on the eyes -less harsh- It had taken myself many tracks to get this aspect right whereas you acheived it in just a few....And the OGL pack is just what I needed! I think you're the first to include a low sub im set besides myself. Thanks!
Now I wonder. with you improving on every subsequent track you create..how are you gonna top yourself now?  :blink:

Edited by Eric Bourgouin, Oct 19 2004 - 05:00 AM.


#11 Jim Pearson

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Posted Oct 19 2004 - 10:35 AM

Eric Bourgouin, on Oct 19 2004, 10:58 AM, said:

Hiya Downunder Dude!   :wave:
Man, that's a mighty fine looking track! Your trackside terrain structure has got to be the best there is out there -makes it look sooo much more natural this way- :thumbup:  I see that you used a different Photoshop method than IOM on working the textures, as they are slightly easier on the eyes -less harsh- It had taken myself many tracks to get this aspect right whereas you acheived it in just a few....And the OGL pack is just what I needed! I think you're the first to include a low sub im set besides myself. Thanks!
Now I wonder. with you improving on every subsequent track you create..how are you gonna top yourself now?  :blink:

<{POST_SNAPBACK}>


Thanks Guys and yes we got that bit right didnt we DD

Well I aint quite suicidal yet Eric, just almost after working on this LOL  :lol:

Mate, I finally woke up to the fact that your subby solution was working for you because you are an Open GL man and my recipe was working because I was testing primarily in D3d which basically has sharper images to start. So textures optimised for Open GL do the 'F1C thing' in D3d in GPL ie they sparkle unless you have lots of antiscropic on, which kills frames.

Yet as you say, textures optimised for D3d are fuzzy at trackside in Open GL

So the solution is two sets of close to track textures. IMHO

BTW at the risk of sounding conceited, Steve Smith just had some nice things to say in the news page over at racesim if anyone is interested.

Cheers guys

Jim

#12 Eric Bourgouin

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Posted Oct 19 2004 - 03:45 PM

Steve! What a character! I had fun with him exchanging e mails when I was doing Glen48, a few years back.. I gotta go check it out , then.  :rolleyes:
That's when I discovered low sub ims, as I got the dreaded 'Can't load track" while putting textures in it, as there were too many..LOL..Could'nt figure out why,then Stefan told me that my old Voodoo3 3000 could'nt handle all the sub ims.. Some memory thing, I guess..Anyways, I changed them all to "0" and "1" ,and it looked real great in Glide.Problem is that they sparkled with Voodoo 5 , so I guess that the more things change, the more they're the same!  :lol:

Edited by Eric Bourgouin, Oct 19 2004 - 03:48 PM.


#13 Graham

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Posted Oct 19 2004 - 07:20 PM

Well, looks like I got my 'games pc' fixed just in the nick of time. :)


Thanks Jim and welcome back to the Mirror Zone. :)
I was hoping for another Aussie track, but Dundrod is fantastic.
Your really pushing the limits further with each new track you make.

One of the great things about your latest tracks is they never really
get any major addons made for them, it's a sure sign they're perfect. :cool:

Congrat's mate, another work of genius..! :thumbup:



Awol :yinyang:

#14 slowmotion

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Posted Oct 20 2004 - 03:03 PM

Jim , thanks for a great track,
was finally able to download from the emergency mirror :)
I'm off for my first laps now  :D

cheers ;)

#15 Gaizka López C.

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Posted Feb 14 2018 - 09:27 AM

I could not find any post referring to the release of Dundrod 1950.
Just in case you end up here (like me) due to the F1 mod 55 and also because of not using the Alternative Track Database as your first source... :tomato:

View PostJim Pearson, on Oct 17 2004 - 01:00 PM, said:

My GPL Dundrod is a representation of the public road circuit used from 1965 onwards, which differs slightly only at Leathemstown and at the Hairpin from the circuit used between 1953 and 1964. There is no historical connection to 1965 F1/65 GPL Mod. I may release a '53 version at a later date if there is substantial interest.

Luckily for us, that happened less than 2 years later (June 2006) :)
Download is available from Jim's page, as usual.
Readme attached together with a couple of videos (none HD though :cry:) of Jim himself at the wheel!


Dundrod 1950 Circuit

COPYRIGHT

This Dundrod50 track is released for the personal use of my friends in the GPL community, in GPL.

All original work in this release, including track file, altitude data, track centreline, track 3do and original textures, is copyright Jim Pearson September 2004 and June 2006. All rights reserved.
This is not a Papyrus product. Use at your own risk.

These files are not to be copied, used in full or in part for any commercial purpose, converted to other simulations, or mirrored on other sites without my specific written permission.

This track is my attempt at an accurate recreation of what Dundrod is really like to drive AND look at on a partially cloudy day. The horizon is the real one, [ courtesy of PhilJ photos ] and the groove is intentionally broard and light, because long narrow road tracks never 'mark up' like short circuits. So please, refrain from producing revised groove mips, CLN and regroove files.

If you think the textures can be improved, or the naming conventions, please consider the overall harmony that I have tried to create and pay me the courtesy of showing me any add ons for GPL before you release them.

DUNDROD, NORTHERN IRELAND - 1950 to 1964 Circuit

11.93 km of public country roads west of Belfast, closed for race meetings. Narrow, bumpy, blind apexes, sudden dips and drop offs, roadside ditches. Very fast and very dangerous.

A circuit which hosted several rounds of the World Long Distance Sports Car Championship and the British TT in the 1950's, with works entries from Jaguar, Aston Martin, Maserati, Mercedes, Porsche and M.G.

Stirling Moss won the 1955 race in a Mercedes 300SLR from Juan Fangio in another Mercedes and Mike Hawthorn's Jaguar D Type. However tragedy struck during that race with two separate fatal accidents at Deers Leap and Cochranstown, in which three drivers died. Road racing in sports cars was subsequently abandoned at Dundrod, but the bikes and sidecars continued to race and still do so twice a year in the Ulster Grand Prix and Dundrod 150.

CIRCUIT DIFFERENCES

The first GPL Dundrod I released in 2004 is a representation of the public road circuit used for bike racing from 1965 onwards. I released that first because that was the circuit in use during the era of 1960's GP racing on which GPL is based. However F1 cars never raced here.

This Dundrod 1950 circuit is the circuit used between 1950 and 1964. [ 1950 to 1955 for long distance sports car racing ]

It differs at Leathemstown [ the old road into the valley to the RHS was in use then ] and at the Hairpin [ the track went right down to the road junction in those days; the shortcut through to the lower/return road further up the hill not being used until 1965] .

I have included these changes, but also taken the opportunity to refine the driving surfaces and track routing in many other places.

My Dundrod "green" textures are used as a base, but I have lightened/ refined many of them further and changed some of the object mapping and choices.

This should provide a more realistic and accurate racing/driving experience, as well as differentiating the tracks somewhat.


ACKNOWLEDGEMENTS

I wish to again thank my three original testers from the Racesim Central forum;

Ken Murray, who has raced bikes at Dundrod and knows the risks inherent in the real track all too well - see memorial plaque at Ireland's bend.

Phil J, a local resident who has driven many private 'laps' here in real life; and

DDangermouse.

Thanks also to PhilJ and John Black in particular for providing valuable archive and current images as reference material.

Special thanks to Paul Jackson and SPEEDGEEZERS plus  DD and the Mirror Zone for blind hosting the downloads/mirrors and lastly;

The many clever and generous people like Phil Flack, to name just one, who made the excellent track making tools used to produce this work. The shadows in the first Dundrod were made mainly by manipulating the groove file, however Phil's snappy little vertex shader ;) has been used to replace them in this version.


A FEW QUICK NOTES THAT SHOULD BE WORTH YOUR WHILE READING, PERHAPS WHILE YOU ARE DOWNLOADING

1] SHARP OPEN GL TEXTURES

There are no specially mapped Open GL textures to sharpen up roadside/asphalt for this version of Dundrod. I have realised that this is unnessesary, because turning on AF [ Anisotropic Filtering ] in your video card settings will achieve better results. 4X, or better still, 8X or 16X AF will make this track, or most others look as sharp in Open GL as they do in D3d.

You can also use at your own risk, desktop tuners like "aTuner" to do this.

The reason D3d is always sharp in GPL is that the D3D Rasturiser in GPL has an inbuilt AF setting, usually set to 8x or 16x. The Open GL Rasturiser [ original one at least] does not have this feature, so you need to set this manually as above if using Open GL.


2] HOW TO APPROACH DRIVING IT?

Four tips from me....

a) DONT BE CONCERNED BY TRACK WIDTH - It looks very narrow to start with, and the bumps and roadside ditches/field drop aways are a little unsettling if you have been driving wide 'billiard table smooth' tracks, but learn the few tricky corners, DRIVE SMOOTHLY and you will find there really is a lot of room. GPL tends to make tracks look narrower than they actually are to drive.

B) BRAKE EARLY, never using more than 2/3rds brake pedal, especially in the three bumpy downhill braking areas; and

c) TURN IN EARLY toward the apex of all the medium to fast corners.

d) Drive on front wheel feel/grip going into corners and rear wheel feel/grip coming out.

ABOVE ALL, THIS IS A TRACK THAT REQUIRES VERY PRECISE STEERING AND USE OF ALL THE AVAILBLE ROAD WIDTH.  

DONT JUST FLING IT AROUND AND EXPECT TO STAY ON THE ROAD. CONCENTRATE AND YOU WILL STILL BE ABLE TO DO DELICIOUS LONG DRIFTS THROUGH THE MANY MEDIUM/FAST TURNS HERE.

BE DISCIPLINED AND YOU WILL DO OK AND ENJOY THE CHALLENGE, but watch out for those roadside ditches!


3] SETUPS

There are some setups of mine on the Dundrod Downloads page for both 67 and 65 sets of chassis. Suitable for both Dundrod versions. Additionally, the 67 default setups are mine. The included Replay lap was done using my Default Brabham BT24 setup.

If you are having trouble controlling the car at corner entry/under heavy braking, try making your front Shock "bump" settings and wheel rates a bit firmer. This should improve braking /entry line stability without much if any effect on grip.


4] SHRUBBERY

There are selected [not all by any means] places in the shrubbery where you can drive straight through it. Usually in spots where you could hit it fast and almost head on, like outbraking yourself into Quarterlands for example.

Why did I make it like this?

I had a choice. The traditional 2055 collision value for hay which makes a car stop abruptly and invariably traps it if hit at that big angle. The alternative was to remove the collision and allow the car to drive through into the field beyond then return the same way, only penalty being time lost.

In reality what happens when a 1000lb car plus driver hits a small roadside hedge or flimsy two strand wire fence head on at even 50mph? It goes straight through it.

So I maintain that removing the collision in these spots is closer to reality than leaving it in, having the car come to an abrupt stop, then become trapped, with Shift.R the only way to release it !


5] HOW DO YOU PRONOUNCE DUNDROD?  

DunDROD....... with much greater emphasis on the second syllable.


Thanks for reading this. I hope you can now enjoy some 'Almost Real Road Racing' on this classic Northern Irish Circuit.

PLEASE DO NOT LINK DIRECTLY TO THE DOWNLOAD OR TO ANY PAGE OTHER THAN THE LINK BELOW
http://www.jrpearson....com/index.html

Click on GPL Tracks and then the Dundrod50 Circuit picture.

Enjoy

Jim Pearson

Adelaide
June 2006







#16 gliebzeit

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Posted Feb 14 2018 - 10:08 AM

... and don't forget to add some track sounds to the beautiful Dundrod 1950s track made by Mr. Jim Pearson.  :)

http://srmz.net/inde...showtopic=11890

#17 Old Simmer

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Posted Feb 18 2018 - 02:58 PM

Beautiful work, Jim. Beautiful. Thanks for sharing your skills and time with the GPL community.

With all the objects in close proximity to track side, the sensation of speed is incredible. Reminds me of Spa 67 in that respect.

Andre aka Old Simmer




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