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 Post subject: Daytona Road 2009 V8
PostPosted: Fri Jan 29, 2010 2:11 am 
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Joined: Mon Nov 16, 2009 8:49 pm
Posts: 95
Daytona Road 2009 V8
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Here's the readme:

Quote:
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DAYTONA ROAD V8

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GENERAL INFORMATION:
Trackname: Daytona Road V8
Version: 1.0
Year of creation: 2009
Racing sim: NASCAR Racing 2003 / GTP
Author: Ian-S
Website: http://www.v8thunderonline.co.uk

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This is a refresh of the Daytona Road Course track originally created by Alex Ulleri, aka Smokey, which was then updated by Greg "FOZ" Foslien, it has now been updated by Ian at V8Thunder to be more rookie & league friendly.

Updates from the FRL version:

+ completely redone AI - because our league races were for CTS physics cars only, they have been tuned for 40-60 rating @ 100% (we don't use AI but it made the track rebuild less boring, cup and gns AI have not been tuned so they may run away from you, GTP was left unchanged.
+ added new textures to infield section
+ added 2009 Rolex24 logo's to infield and start gantry
+ added tarmac runoff areas at turn 1 and turn 6
+ reprofiled exit of pits wall and added raised curbing.
+ added tyre walls to turn 1, not there in real life but who cares they looks nice and stop people doing silly shortcuts.
+ changed all existing tyre walls to "walls" to avoid destroying your car by giving them a little tap like what happens if you tap a tyre wall normally.
+ added rotating ferris wheel (yes rotating!!!!!)
+ added animated banners (sorry about some of them, I was bored)
+ added Sprint Cup scoring towers with rotating advertising on top
+ added Sprint Vision panels
+ added commitment cones to pit entry
+ added 3d crowd to grandstands
+ added 3d model of start/finish gantry
+ added a few other bits of eye candy in various places
+ modified penalty box on back straight, if you find yourself inside the cone area, you must come to a complete stop (0mph shown) before the DOUBLE RED LINE to not get a penalty, if you fail to stop, you will get a stop/go penalty, see Penalty_Box.jpg or Penalty_Box.tga for more details.
+ the race now takes place at dusk, with the lighting on. the original plan was to use Feempy's day to night sky transition but due to limitations in the game and the way this track is constructed, it was not possible, so google found me an evening sky which I used, credit to the anon author for the original 360 sky texture.

Oh and the track is also VERY bumpy in places - you thought Daytona was smooth? :lol:

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Credits & Thanks:

Greg "FOZ" Foslien - for granting permission for the updating to be done.
Carl "Mr Too Slow" Sundberg - for breaking the habbit of a lifetime and beta
testing A ROAD TRACK OMG you gotta turn RIGHT Carl!
Jeroen (aka Feempy) from Revampedreloaded.com - for permission to use his
day to night sky transitions and the animated scoring towers.
Mrs Smiff - for putting up with me :D
The cats - for taking the kicks like men (only kidding I love the cats!)

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 Post subject: Re: Daytona Road 2009 V8
PostPosted: Tue Feb 02, 2010 10:37 pm 
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Joined: Thu Dec 03, 2009 3:23 am
Posts: 10
I loved the updates...........specially the bumps....the most realistic so far

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