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Zandvoort


spyder

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More than seventy years after the first cars sped across the track, Zandvoort will again be the center of the Formula 1 circus next year. We congratulate the circuit on winning this great event.

For anyone who doesn’t want to wait that long and wants to experience what it is like to race through the dunes at high speed, we have today released, with immaculate timing, the most recent version of the circuit for rFactor 2. Featuring a number of updates, the 1.0 version of this classic track is now available for free in the workshop.

If you have a game PC, preferably with a steering wheel and pedals, then download the demo version of rFactor 2, the most realistic racing simulation of the moment, for free. Zandvoort is of course also part of this demo. You can drive the super fast McLaren MP4/8, the USF2000, the Radical SR3 RSX or the Nissan GT500. In addition to Zandvoort, you can also try the circuits of Silverstone, Indianapolis and Toban.

Welkom Zandvoort!

nl-300x200.gifRuim zeventig jaar nadat de eerste auto’s over Zandvoort raasden, zal Zandvoort volgend jaar opnieuw het middelpunt zijn van het Formule 1 circus. Wij feliciteren het circuit met het binnenhalen van dit mooie evenement.

Voor iedereen die niet zo lang wil wachten en zelf een keer wil ervaren wat het is om op hoge snelheid door de duinen te racen, hebben we vandaag de meest recente versie van het circuit uitgebracht voor rFactor 2. De 1.0 update van dit klassieke circuit bevat een aantal nieuwe features en is nu gratis te downloaden in de workshop.

Heb je een game PC, bij voorkeur met een stuur en pedalen, download dan nu gratis de demo versie van rFactor 2, de meest realistische race simulatie van dit moment. Uiteraard is Zandvoort ook een onderdeel van deze demo. Je kunt erop rijden in de super snelle McLaren MP4/8, de USF2000, de Radical SR3 RSX of de Nissan GT500. Naast Zandvoort kun je ook de circuits van Silverstone, Indianapolis en Toban uitproberen.

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Zandvoort v1.02

- Tweaked asphalt texture & shaders, structure more visible, less blurry in the distance.
- Pitlane Coloured striping on less blurry when far away.
- Tweaked offroad dust and tiresmoke coming from the car, should look more natural, bit less pixelated.
- Collision outerwall altered slightly, so you can drive around the full support sandroad, but only can enter the track from the pitlane.
- Smoothed braking zone (washboard effect) before Tarzanconer.
- Reworked grass/dirt/curbstone masking, for better of connection of different textures.
- Added 2nd skidmark layer for a more lively road appearance.
- Tweaked skidmark spec and normals, rubber shines more than the track at low light angles.
- Many (too) white objects lowered tone a bit, so less overexposure at low sun positions.
- Many objects tone changed slightly for better appearance.
- Tirewall texturing redone.
- Start-finish bridge, better bump/spec maps, added cube shader.
- RedBull-arch at pitlane entry, 3d model redone, better texture and normal/spec maps.
- Racecontrol-tower texturing added better bump/spec maps.
- Pitlane building texture and shader upgrades, fixed to bright reflections of cubemaps in windows.
- Crowds, added a lot more and different amounts for all track states and layouts.
- Added pit entrance/exit/keep out signs.
- Changed max pit speed to 60km.
- Paddock and infield have more diverse objects and better positioned.
- Added rF2 flags last part of main straight.
- Added new Paddock Club building at inside Tarzan corner.
- Tarzan exit ribbed-curb now real 3D, texturing upgraded.
- Trackside banners better bump/spec maps, added cube shader.
- Added buildings, a whole town of Zandvoort and the Centerparks bungolowpark for more accurate horizon view.
- Reworked trees and treelines at horizon.
- Bigblue crane now only shows up in qualy-race, less bright reflections in window.
- Bricks next to curbsstones have better mappings and normalmap shaders.
- Clubhouse at Scheivlak fixed too bright cubemap, added normalmap shaders.
- Paddock buildings, added cubemap and normalmap shaders.
- Restaurant fixed too bright cubemap, added normalmap shaders.
- Tunnel under mainstraight added banner above.
- Concrete plates above tunnel on straight new texture and shaders.
- Toilets, added normalmap shaders fixed to bright cubemap on windows.
- New disabled people stand next to main grandstand.
- Removable guardrail (splits the layouts) better textured.
- Radar tower now at correct position.
- Optimized objects and lod's for better performance.

steam

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Δεν κάνουμε κανα αγώνα «φιλικό» εκεί, ετσι για το διαφορετικό από τις αναβάσεις;;;;

Εαν συμφωνείτε να το κάνουμε μέσα Ιουνίου, σε ΣΚ που δεν θα έχουμε αγώνα Δευτέρα. 

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v1.05
- Improved: AI lunging into T2 and often clipping the curb.
- Improved: AI going off and spinning at the outside entry to T6.
- Added all new real road rubber profiles.
- Fixed AI not being scored when garage spot was in the overflow area
- Lowered curb in Gerlachbocht.

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  • 11 months later...

The weather along the Dutch coastline this weekend was rather typical for May. The sun and clouds both fight for attention. Trying to make their presence felt to the people on the beaches below. But this was not supposed to be a normal weekend. An enormous amount of people would have flooded the area, cheering for their favorite driver, enjoying the fast cars that would have graced the beautiful track of Zandvoort. Then everything changed.

What could not continue in the real world, most certainly can in the virtual world. We therefore decided to release on this day the brand new 2020 layout of Zandvoort, for everybody to enjoy in rFactor 2. For free!

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If you look at the real track today, it is certainly ready to race, but all the surrounding buildings, grandstands and other infrastructure are very much still under construction. Our pre-production release today reflects that. We’re trying to remain close to the current state of the track and will keep updating it in the months to come as it evolves towards the upcoming Dutch GP.

Much has been said and written already about the changes to the track, all aimed at improving the racing, but let’s highlight some of the most important ones as we take you around a virtual tour of the track.

 

 

The lap starts on the longest straight, that takes you to the Tarzanbocht, a banked 180 degree turn that is traditionally a good overtaking spot. One apparent change here is the location of the pit exit, which used to be on the inside of the corner entry, but has now been moved to the corner exit, with a wall making sure there is no way to merge too early.

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The corner exit takes you onto a straight that bends towards the left and sets you up for the next right-hander called Gerlachbocht. Exiting that is where the next big change is. The Hugenholtzbocht, named after the famous dutch designer of race cars and tracks, John Hugenholtz, is made wider with more banking to offer a faster exit and possibly multiple lines through the corner.

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More speed means an even faster passage over Hunzerug and the Rob Slotemakerbocht towards Scheivlak, the only corner on the track that has its own TV channel, a clear indication that that’s a good spot to watch a lot of action. The jury is still out on how high downforce open wheelers can go side by side over this straight and through this blind corner, but if they do it will certainly be a memorable moment.

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We’re now basically at the back of the circuit where much of the existing layout remains untouched. The next straight brings us to the Mastersbocht, another high speed turn with a curbstone on the apex that you can hit hard, but not too hard. The anonymous Bocht 9 and Bocht 10 follow, two long, slow and wide corners that seem to never end and where you can drive many different lines, making sure at all times your exit onto the next straight is good as that one leads to another popular overtaking spot.

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The Hans Ernst Bocht is another place to out-brake your opponent and while this corner had been modified fairly recently for DTM, placing less forgiving curbstones on the inside of the second part off this right-left turn, it was changed again, removing those curbs again in favor of more friendly ones.

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This exit takes us to the penultimate corner, Kumho, which generally takes some lifting and light braking. Exiting this corner is where DRS will be enabled as the last corner on the track is again one that is completely modified. The Arie Luyendijk Bocht is now wide and very much banked like on an oval and you can therefore take it flat out, launching you onto the final straight at high speed and potentially setting you up for a pass through the first turn again.

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This completes our lap around the track. Needless to say we’re excited to be the very first to bring you this track in a racing simulation. We hope you’ll enjoy driving it. You can subscribe to the track in the workshop here if it has not already automatically installed for you.

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  • 4 weeks later...

Zandvoort 2020 Update

At the start of the month, we introduced the new Zandvoort to you, still a preview at the time as, like the real track, some things were still under construction. In the past couple of weeks you’ve been providing us with a lot of feedback, as did some racing driver that were the first to drive some laps on the new track. All of this lead to the update we are releasing today, fixing several bugs and polishing a lot of details on and around the track.

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The track itself was slightly adjusted in several places. We lowered the bump just after turn 3, changing the entry towards turn 4. We also changed the paddock layout and added garage positions for up to 45 cars. Around the track we installed the latest Tec-Pro and safer barriers and we fixed a few small holes and other anomalities in the mesh. We also ensured that even cars with very low ground-clearance no longer collide with some of the curbs along the track.

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Brand new AI was added. They perform a lot better now, and we added track marshals and officials around the whole track. Several new objects were added in the areas surrounding the track and we added the night lights so you can also race the track in the dark. Finally we fixed some objects that were floating above the terrain and we did another pass to tweak draw distances of objects for better overall performance.

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While the 2020 grand prix has officially been cancelled, we will keep updating the track in the following year as construction proceeds. In the mean time, this version should give everybody a good impression of the track as it is now. Enjoy the races! And talk to you soon!

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  • andre changed the title to Zandvoort 2017-2021

Released | Zandvoort 2021 V2.50

 

  • Complete update and rebuild of Zandvoort to track state in July 2021, including curb colours and reported DRS zones at the time.
  • Any adjustments since July 2021 will be addressed in a post release update.
  • Major rework of terrain to conform to point cloud data.
  • All major assets rebuilt from scratch including Pit Building, Grandstands and more.
  • Barriers remodelled and updated to the latest state.
  • Added various grandstands and props to simulate a reasonably large event.
  • All new foliage objects and materials.
  • All latest new PBR materials.
  • Added new spectators, marshals, rescue vehicles, generic vehicles, tents and more.
  • New Night lighting Configurations including lit up Grandstand, Pit Building and Town Centre.
  • Added 2021 National Layout.
  • New Camera Files.
  • New AI Files.
  • Packed extra files for upcoming loading optimizations.
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  • 1 month later...

Zandvoort V2.58

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Zandvoort V2.58 Update Notes

  • Updated Curb and Run off colours
  • Corrected Pit Exit location
  • Updated DRS Zones
  • AI Fixes:
  • Adjusted T3 Lines
  • Reduced chance of touching curbs at T5
  • Improved Block Paths
  • Fixed AI error on start finish straight
  • Added missing brake markers
  • Added missing road lines on GP circuit cut through
  • Fixed some assets which were sinking into the terrain or floating over the terrain
  • Fixed an issue where roads would not reflect over the start finish line
  • Fixed Pit Object groupings so fixtures only rendered when a car is present
  • Fixed missing wheels on Food Trucks
  • Some minor optimization fixes

 

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  • 10 months later...
  • 6 months later...
  • andre changed the title to Zandvoort

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