Sim Racing Mirror Zone: All-in-One Update for Mosport (dry) V1.0 - Sim Racing Mirror Zone

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All-in-One Update for Mosport (dry) V1.0 Rate Topic: -----

#13 User is offline   von grips 

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    Posted Jun 13 2009 - 08:03 PM

    Wasn't there always a see-thru problem at Moss?

    I think the old sky hid it better...
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    #14 User is offline   miklkit 

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      Posted Jun 14 2009 - 08:41 AM

      You are right! I put the Klas horizon in there and it looks better. I wonder if it is a draw distance issue.
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      #15 User is offline   miklkit 

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        Posted Jun 14 2009 - 01:40 PM

        It WAS a draw distance issue. ;) I modified the draw distance in that part of the track using GPLRA to show where to make the changes, and FBAdjust to do it. I hope you don't mind Rudy. I modified your mosport.3do, so there shouldn't be any problems.

        Just unzip this mosport.3do into your mosport track folder after you backup/rename the original one.

        Attached File(s)


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        #16 User is offline   von grips 

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          Posted Jun 14 2009 - 04:52 PM

          Hey! Way to go man! ;)

          I'm going to post this, I don't know if its still around.

          Attached File(s)


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          #17 User is offline   Greg 

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            Posted Jun 14 2009 - 05:10 PM

            View Postmiklkit, on Jun 14 2009, 03:40 PM, said:

            It WAS a draw distance issue. ;) I modified the draw distance in that part of the track using GPLRA to show where to make the changes, and FBAdjust to do it. I hope you don't mind Rudy. I modified your mosport.3do, so there shouldn't be any problems.

            Just unzip this mosport.3do into your mosport track folder after you backup/rename the original one.


            > I don't have that particular problem but will this also fix popups in first 1/3 of track?
            Thanks for the nice track Guys! -Greg
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            #18 User is offline   Manfred Cubenoggin 

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              Posted Jun 15 2009 - 05:27 AM

              To Greg Longfield(aka, Longers)

              The structure you mention as being visible in the distance once you crest the rise at the top of the back straight is Papy's meagre but nonetheless creditable attempt to show a proper feature of the circuit. It is a compound archway at a spectator pass gate. Each of the four such gates featured this construction.

              I've tried to locate a decent aerial photo of the top portion of the circuit which would help you get a better feel for it but have come up empty. Sry.
              A short memory means you never have to lie.
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              #19 User is offline   varzi 

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                Posted Jun 15 2009 - 10:40 AM

                Thank You! :thumbup:
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                #20 User is offline   Jhalli 

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                  Posted Jun 15 2009 - 11:45 AM

                  installed this update today looks pretty indeed, earlier JP high-resolution version has track sounds, (announce and crowd wav's) this update seems come without track sounds or dont work.
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                  #21 User is offline   miklkit 

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                    Posted Jun 15 2009 - 08:57 PM

                    I've noticed whole hills popping in and out of existence in other parts of the track. I tried to fix them with no success. When I get the time, I will try yet more draw distance.
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                    #22 User is offline   Rudy Dingemans 

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                      Posted Jun 15 2009 - 11:04 PM

                      Miklkit: Yeah, I noticed the popups too - as I remember it they were in Papy's original version as well. :huh:
                      I decided not to mess with draw distances for this release and keep things largely as-is, to ensure it would (likely) keep working on all machines. I only fixed an issue where you could see right through the infield on the right as you come over the hump at the end of the straight.

                      With regard to track sounds, it may be possible to add them again but I've no experience in this area. Remember that this update originally came about as a combo of several earlier updates and I had no idea if and when they came with sounds.

                      Feel free to experiment away, though. This update was made to be added upon, since it's an amalgam of older stuff which mainly adds several new bits to increase the 67-era realism - maybe I should've called it "Mosport Rocks"..! :)

                      Regards, Rudy
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                      This post has been edited by Rudy Dingemans: Jun 15 2009 - 11:07 PM

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                      #23 User is offline   Greg Longfield 

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                        Posted Jun 17 2009 - 05:31 AM

                        View PostManfred Cubenoggin, on Jun 15 2009, 09:27 PM, said:

                        To Greg Longfield(aka, Longers)

                        The structure you mention as being visible in the distance once you crest the rise at the top of the back straight is Papy's meagre but nonetheless creditable attempt to show a proper feature of the circuit. It is a compound archway at a spectator pass gate. Each of the four such gates featured this construction.



                        Cheers Manfred, was wondering what it was meant to be !!

                        Longers
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                        #24 User is offline   miklkit 

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                          Posted Jun 18 2009 - 08:07 PM

                          I've been playing with draw distances. In T1 way out there is some dark green stuff. Increasing draw distance doesn't seem to have any effect so far. How far out can you go? Also, after exiting Moss, for a short section another part of the track bleeds thru the trees on the far right side. Reducing the draw distance doesn't do any good. Any opinions?
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