Yes there seems to be an issue with the folder name "fresh". But Long Beach works! (Rem: I also changed in longbeach/modinfo/MYLXBA52T/info.json all references from "fresh" to "longbeach", I wonder if both tracks then can coexist?) I will try some of the tracks you suggested, but one obvious critique point about GT tracks is that they overdo things. Who would built a tunnel for a racetrack, or bridges, galleries, or cut through rocks? Normal racetracks would go around this obstacles for sure - they are in fact very simple. It just gives an unreal feel, that something isn´t right. But maybe that´s a cultural thing, I already drove on GP Legends when the first gran turismo came out ...
Yes Longbeach is working with these but I haven´t tested if Adelaide can also then be added. Rem: all those GT tracks seem to be sunken into the landscape, it feels like driving on the bottom of a bathtub all the time, maybe a not-so-clever way to save fps and development costs?
El Capitan has some kind of strange "kill barrier" just shy of start/finish that stretches most of the way across the road and pops your tires every time you drive over it.
Dragon Trail has a crashable Pirelli sign on the connection road between the two circuits. But I really liked it, nice flowing corners - it´s a keeper. Lago M was just "okay - so what?". Now I´m interested in "Circuito de la Sierra", seems to be some Ersatz-Nordschleife! I didn´t find it for beamng.
Hi guys! Everything is fine with the visual component, but 90% of the converted cards suffer from one problem. When drifting or skidding lightly, the ping jumps making the game uncomfortable / unplayable. Perhaps in the future, on quantum computers, the system requirements will allow you to ignore this bug, but now having an average PC, you can’t play comfortably. I understand that most of the ported maps are in the alpha version and it's too early to judge, but this moment needs to be voiced. Respect to the author, open the map menu and see more than a hundred racing tracks there, butterflies in the stomach <3
Small issue on Surfers Paradise: all white lines are protruding - it isn´t a drive stopper, but a little annoying. Also the red and blue ground advertising patches are sticky, especially the one in the first chicane, which can cause some spectacular car deformations if cutting too much.
Targa Florio you find in this thread https://www.beamng.com/threads/simitars-ac-track-conversions.89133/page-3
Omfg thank you. What about Longford 1967? Very popular in AC and other sims. Link: https://www.racedepartment.com/downloads/longford-1967.2741/
@Simitar Isn't an AC map though would you be able to slap together a port of GTAIV's Liberty City or GTAV's San Andreas Island map? I gotta watch my PC explode running this on BeamNG. nah, it ain't no toaster..
Area 27 Goria-Thun Mount Noro Speedpark Ozarks Raceway Red Mountain Vitus Park Ambush Canyon (has sticky barriers)
Is Longford 1967 possible? Very popular track for any sim that it has been ported to. It is also not a big track at 7 km long. It is basically a square circuit but it has a 9/10 atmosphere. This track originally came to Rfactor 1 in 2011 and was made by woochoo. Here is a link to it: https://www.racedepartment.com/downloads/longford-1967.2741/
I don't understand, you already posted Longford 67 https://www.beamng.com/threads/longford-1967.89848/
Yes but it is 5/10. If Simitar wants to do it it would be great but if not it's fine. Also the one i posted is ported from Rfactor 1 and not AC.