Norisring for GTR 2 1.0. This track is in a very early Beta-status - so don't expect to much! August 19, 2006. Norisring is a traditional Street Circuit in the city of Nuernberg in Germany.
At 6.30 yesterday evening I fired-up GTR2 intending to grab a few swift screenshots, then quit and begin this review. Around seven that sensible plan somehow morphed into the much less wise 'Let's see how low I can get my TVR lap-times at Magny Cours, Monza, and Donigton Park'.
![Gtr2 s tracks 2017 Gtr2 s tracks 2017](http://www.finish-line.net/images/sims/gtr2/gtr2-aussie-v8-supercars-1.jpg)
In the end it was gone one by the time I finally managed to drag myself away to bed. Consider the above anecdote - consider it carefully - before you let this exceptional race sim into your busy life. Your willpower might well be stronger than mine, your taste for shaving slithers of seconds off essentially meaningless lap-times less pronounced, but trust me, GTR2 will still grab you by the throat/knackers given half a chance. SimBin, - part-time modders turned full-time developers - have taken and, with a refinement here and an addition there, transformed it into 2006's most enjoyable and believable. Top of the list of enhancements is the vastly improved grip physics. The tarmac ribbons in GTR often seemed to have the surface texture of freshly-buffed bowling lanes, while tyres had the adhesive properties of repositioned Post-It notes. Cornering with cool slicks, even at milk-float speeds, required surgical delicacy.
Things are much more civilised now - dare I say it, much more realistic. You can sense weight shifts better and avert catastrophes far more consistently. When your rear end is planning to initiate a race-wrecking pirouette it now has the good manners to telegraph the fact.
Exactly what SimBin have done I'm not sure I could tell you, but the result is less tentative, less exasperating racing. In layman's terms GTR2 is more fun than its punishing predecessor. Education, education, education All those advertising stickers are costing me at least 0.002 seconds a lap. The other major advance is the innocuously titled Driving School. A collection of 140 bite-size challenges, this mode has something to offer drivers of all skill and experience levels.
Greenhorns will appreciate the sets of short acceleration, braking, and cornering exercises with their invaluable colour-coded racing lines (brake when the line turns red, accelerate when it turns blue) and ghostly instructor cars. Because tests aren't arranged in fixed sequences there's no danger whatsoever of frustration. If you're struggling to negotiate a particular hairpin or chicane within the prescribed time, just skip it and move onto another. The lion's share of the school curriculum is made-up of circuit coaching exercises that even the best drivers are going to find useful. Each track in the sim has been chopped into four or more sections, and daubed with that helpful racing line.
As each section only includes a handful of corners and can be reloaded almost instantly with a single key press they are a perfect way to learn a new track or polish performance on a familiar one. Don't skip school. It's important. Just in case the driving school's compact challenges weren't enticing enough on their own (which they are) SimBin has linked them to custom championship unlocks. Every three or four exercises you complete, a new speciality race sequence becomes available.
Model-specific cups, nocturnal race sequences. These supporting acts offer interesting, shorter alternatives to the full-blown 'official' GT championships that are the spine of the sim. Both the 2003 and 2004 FIA seasons are now included. The extra year means we get to race at a couple of well thought-out Asian venues (Dubai and Zhuhai, China) in addition to the dozen or so European ones. It also means there's the opportunity to get behind the wheels of some choice new machines. Maserati chose the '04 GT season to end a 35-year racing absence.
Their Enzo-esque MC12 is the prettiest and paciest of the debutantes. Less mighty but just as exciting are NGT newcomers the Nissan 350Z and TVR T400R (as in real GT racing, fields consist of two classes of cars - GT and NGT - each scored separately). Old friends returning to the fray include ravishing supercars like the Saleen S7 and Lister Storm, and a Monte Carlo casino car-park's worth of Ferraris and Porsches.
If you can't find something you like amongst the 25 models on offer here then you are either clinically dead or Jonathan Porritt. Cars with scars Whoops. Must remember to avoid him at the post-race party. When bodyshells are this shapely, the sight of a rapidly approaching tyre-wall or brake-light is all the more alarming. Damage modelling has improved dramatically since the last SimBin offering, but don't expect things to fall apart quite as intricately as they do in the likes of Grand Prix Legends or FlatOut. In the course of a long race you usually spot/cause the odd bent wing, detached panel, exposed engine, and wayward wheel but that's pretty much it.
Transmissions, engines, and windscreens all seem remarkably resistant to abuse. Talking of windscreens, one thing you see in GTR2 that you never saw in GTL or GTR is a view of the road ahead distorted by raindrops, although the graphic is actually pretty weak (the drops don't run and your wipers don't wipe). Other weather-related visual enhancements like the blinding glare of a sinking sun or the reflection of cars in drenched tracks are much more attractive.
If SimBin could just enliven their faithful-but-slightly-sterile scenery a tad more, and work on their shadows a smidgen, then GTR2 would be vying with the likes of in the visual stakes. Dark tarmac textures can make spotting dry lines tricky. Suggesting AI improvements is a trickier task. Maybe on default aggression settings CPU-controlled cars should be a bit bolder when lapping backmarkers. Perhaps they should also be a fraction quicker on the anchors when tailgating careless cornerers like Yours Truly.
Overall though, the performance of digital drivers balances naturalism with challenge superbly. Players are usually going to be at the centre of any big pile-ups, but occasionally AI competitors will take to turf and gravel of their own accord. Always nice to see. The Highway Netcode For those racers that like their opponents organic there is of course multiplayer. SimBin don't appear to have done a huge amount in this area (rFactor-sized fields, faster loading, and a few more start options wouldn't have gone amiss) but, as in the numerous single-player modes, the improved grip does make a lot of difference. Now you can nudge and jostle a bit without fear of leaving a sea of frantically waving yellow flags in your wake.
Anyway, I think it's about time I wound things up with a pithy concluding quote. After all, the sooner I sign-off with a 'Race sims don't come any better than GTR2' or an 'If you buy one driving sim this year, buy this one' the sooner I can get back behind the wheel of my lovely burnt-orange TVR 400R and go trim another hundredth of a second off my Donington Park lap record.
Wish me luck. 9 /10 Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission. For more information, go.
Author: paulmarc rFactor Version - Race07 Version Update: AIW Update All 5 layouts features in GTR2: rain reflections, animated marshalls, time trial enabled, working pit lighs and starting lights, working safety car, rolling stars enabled. If you have downloaded previous version I posted here, please delete folder Motorland2011 (inside locations folder) and unzip this final version. Thanks to: ZeZeZoom for his new cams and fixes to the GP FIA layout. Zwiss for his help in explaining how reflections work. All users from f1classic who tested all layouts and modifications giving feedback to this conversion&modification project. 2,315 downloads. Batisburg v1.10 for GTR2 by BenMK1 I have converted Town of Batisburg v0.95 (rFactor) from ceSniper Only the 10 km race track.
V1.10.trk: More Mirror Details and any shadow set to Dynamic. Integrated a not visible barriere for any guardrails. Now cars not crashing when touching. Update/new:.
AIW: corrected AI speed, and new groove (2 Breakpoints, first is for Streetcars, next for the GT cars). gmts and trk overworked for better fps. close any hole in terrain, and set new trees. integrated Rain reflect.
Working TimeTrial Start Position. LOD with track Layout In the original rF track (sector 3) is a construction site, that requires significant slow down. I have changed this, so you can drive full speed. If you want to have this, rename the file: t0s61ORI.gmt - t0s61.gmt Credits thanks to ceSniper for this track an give me permission 194 downloads.
Many THANKs to these authors (whose works and IDEAs! I used): - ´Nuno Vilela´ published ´CrimsonRoad´ some time ago for rFactor.
´Nifar´ published ´Mikawa Motorland´ with raining and snowing for rFactor. ´Barcika´ published ´LiptonWinter´ for GTL. Mostly I was interested to use CrimsonRoad as a fantasy-rally-track. The track guides through a (wider) valley with many curves, up and down, 19.1 km long.
(The way back is in a long-winded tunnel, only of interest for very fast cars.) A new AIW-file (for 'Reverse') I created with rF-Tools AIW-Edit.EXE with parameter waypointspan=6.90 (m). The X-files (XFinish, XSector1/2) I moved with 3DSimED, so the XFinish- mark was located before / behind the tunnel. XSector1/2 I positioned new, so the whole no-tunnel track was marked by these XSector1/2. (For 'Reverse' the markes needed to be changed to each other). So You can start at the top at CrimsonRoad before the tunnel and drive down (mostly) the way under open sky (VERY CLOUDY) until the under intrance in the tunnel and there You get Your drive-time in GTL or gtr2.
YES, I used this track WITHOUT modifications in BOTHs games, GTL or gtr2. You need NOT any.
modification in this track. (May be, BOTH Talent.gtr/GTL and Stex.gtr/GTL I had in the main directory.) My next interest was in getting active raining and even snowing in GTL too.
First I saw snowing by ´Nifar´in ´Mikawa Motorland´ for rFactor. Was it possible, to convert this to GTL (and gtr2)? See the TRK-files for (REV)ChrimsonRoad with INSTANCE=SkyBoxI! So, snowing is in gtr2 available too. ´Barcika´has used a little bit different methode in his track ´Liptonwinter´: He integrated the (very complex) ´SnowBox´ in the SkyBoxI.GMT. I ADDED this ´SnowBox´as SkyBoxI.GMT in REV(CrimsonRoad), so TWO ´SnowBoxes´ are active in REVCrimsonRoad. I could not achieve snowing with ´Barcika´s SnowBox over the whole track.
So it is snowing only in a fixed high of the track. But this has the ´good effect´ of different snowing on ONE track without any change.
If You do NOT agree to my versions of this track and the ´SnowBoxes´, change them with 3DSimED and Your painting-programm (competent for.DDS-files!). LkwFan near Munich, Germany, Christmas 2015 374 downloads. Author: Velo fixed files by BenMK1.AIW: Groove, AI speed and path, Grid, new TELEPORT, Timetrial.GDB: RearTireHeatMult=0.94 (so the rear tire not so hot on this high speed track).TRK: In this all bridge shadows are deactivate (only the train bridge has shadows) and Tarmac ShadowReceiver=False. So you can see the braking points better. For activation the.trk rename it: Kaiserberg.trk - Kaiserberg.trkORI Kaiserberg.trkWithoutBridgeShadows - Kaiserberg.trk ATTENTION This is one of my experimental projects which pushes BTB and GTR2 to its limits. Lots of inefficient patches to make the road junctions fit, insane amount of streetlights, 3D spectators, bridges and objects constructed with 'walls', bridge shadow planes, high road and armco divisions.
All on a long track needing extensive view distances. Probably will make your machine struggle if it's not so young anymore.
I managed to keep the framerate reasonable but please adjust your settings (especially the shadows) if performance drops to much. If you can run it, it runs fine! Everything works as it should.
Assets: - 17.6 km lap - 100 car grid - actual layout based on satellite image - p a i n s t a k i n g l y manual modified and optimized AI path so they can drive under bridges and behave - further AI tweaks (improved overtaking using 3 lanes, earlier braking, close but safe) - real road surface structure you drive on, NOT those fake bumps on a flat track - color matched custom and modified textures, SceneLighting ColorMatch ©Velo for a realistic environment - rain reflections Bugs: - actually, there are no street lights there. Not gonna fix that. some flickering textures, mainly with the chopper cams. some lights are always on while they are actually off??? I think GTR2 throws a fit when more then 2 lights.
Still working on it, open for suggestions. strange effects on the road due to patching, but I kinda like it they are always different. Very artful, especially with the rain reflections. headlights switch off for a while on far end of track - AI sometimes crawl around a corner - shadows appear from below the surface. Cannot fix that, will have to wait for official patch.
keep on your path in the pits or you get a penalty, will add lines and fix in a later version. Tip: Do an endurance race with 100 cars in the rain, speed up the time x60 and enjoy the day/night cycle. The experience can be impressive. See the OPTIONAL folder for extra's.Install: Extract in your '. GTR2 GameData Locations' folder.This is a first release. Some rough edges.
Bug fixes, additions and improvements etc. Are not impossible in the future.
Completely scratch made in BTB (most objects constructed with 'walls'!), adjustments and rain reflections with 3dSimEd. Planned: - reverse - different routes - all extra roads driveable./expanded.they are now, but marginal - cram more details in environment if possible Thanx Xpack creators: Dosgraphix - basic city Eric Tozer (ennisfargis) - Objects 01 jayp666 - GB(RBR) Duff Buckets - Race Objects the awesome Formula 1 Mod 2009 v2.1 for GTR2 by PO911, for the promo vid Please respect my work. Don't rehost, plunder, convert or mod unless granted my permission. Nuerburg Village update v1.00 for GTR2 by BenMK1 (Original by raceking) I have this track a very long time, but i have not drive him all the years. Now i have overworked the most problems.
The Jump is now good drivabel and in the section with oncoming traffic the AI only small crashes now. I have set the Grip Level higher. I found it is now very good driving, and the trill in the oncoming traffic section is fantastic. I only drive in arcade mode, other modes not testet. Formation Lap: You musst skip the formation lap. In the formation lap more as 30% of the cars have a crash.
To fix this, only for the formation lap, need many hours. Sorry to big work!
Fix:. Grid and Teleport position corrected, Timetrial working, 40 Cars. Groove integrated (not all curves). AI: Now only small accidents in section with oncoming traffic.
The jump is now better to drive. Only small breaking, than not crash. Road Signs, 2 with warnlight (Intersection).TGA files converted to.DDS. Startlight integrated.
On 2 position the car is sicking in the ground. I have rename the material: oldbbian - roadmain999. delete not needed material for this track (many TREEWALL.GMT and other). Rainreflect. other small things. Laptime: AI Speed GT class 100% 2:04 bug:.
Any of the tree and people ist often blending in/out (NBTREE01.GMT/MAN.GMT). I have not found the problem. I have overwork the most files, and renammed. In this package is the full GTR2 track. Oncoming traffic Section: If you are driving in Race on the opposite lane (at the top of downhill, and in the middle), GTR2 give you a Info. You can ignore this. In TimeTrial on this 2 position the Time is canceld, when you to long drive of this track side.
![Gtr2 S Tracks Gtr2 S Tracks](/uploads/1/2/5/6/125632875/752509336.jpg)
Install: When you have this track, delete the old folder 'Nuerburg Village' Then copy this version in your Locations folder. Credits: thanks for the track to raceking (i have not found contact to him) 297 downloads. RFactor Version - GT Legends Version Varano de' Melegari 2013 v1.6 by MBDev Team 10 layouts Nome: Autodromo Riccardo Paletti Locazione: Varano de'Melegari- Parma - Italia Tipo: Circuito Permanente. Lunghezza: 2,374 Km / 1,475 Mglia. Sito del tracciato reale: Changelog: v1.6 - rFactor e GTR2 - Aggiunto il layout 2013 e il layout Rally Krono.
Rimodellato alcuni asset che risultavano troppo obsoleti per gli standard odierni - Added 2013, and layout layout Rally Kronos. Reshaped some assets that were too outdated by today's standards 1,901 downloads. Author: frasie This is my last racetrack creation builded with BTBEvo. This track is a fantasie roadcourse situated in the United States, the inspiration to build this track becomes me by the other two fictional USA tracks Toban and Mils, this two tracks are some of my personal prefered tracks and I wish to build a similar but different one. Have tested the track a lot of times and I think its OK and mutch fun by driving. The AI cars are not bad, Ive tryed to adjust it for all the three Simulators, maybe not the best but I think its.ok. I whish You good races and mutch fun with this new track!
Cheers Franky Say thank you to FrankBB by Pilsbierbude for do me the GTR2 Lodscreen and the Track thumbs! Great work Frank! For Version 2.00 Many thanks to Uwe (der Dumeklemmer) for the great GTL Fix by the grafic settings and corrections by so many thinks that I don`t know! Great work Uwe! Thank you very mutch! Track now looks just fantastic! I have converted his GTL version to GTR2.
Thanks also goes to BenMK1 for Fixing the AI Cars for GTR2! Thanks to FrankyBB from Pilsbierbude for the original GTR2 Lodscreen!
Put the Tobeka folder in to your Gamedata/Location folder, load the game and go to race! ITALIANO: Salve a tutti! Ecco il mio ultimo progietto fantasia Tobeka situato negli stati uniti.
Ho provato per tanto il tracciato e sono ben sodisfatto. Spero che sia anche di vostro gusto e vi divertite con questo circuito. Vi auguro buona corsa e belle gare!
Franky 534 downloads. Author: Rainmaker & Zolee rFactor Version This 3D-track was made by carrera4 for the F1 1988 rFactor mod. It was converted and enhanced to Assetto Corsa by Rainmaker and members of schwarzbierbude.de. The conversion of the 1988s tracks is a project of schwarzbierbude.de your friendly AC-Server. Features: -16 pit boxes -AI (pit and fast lane) -Cameras -Trackmap -AC road and grass shader -correct day light representation -hot lapping function -support for time attack mode Known Issues: -bumpy track 10,671 downloads.
(and 1 more). Author: GSTARAZ-der Dumeklemmer-S.Loro rFactor Version - Race On Version Reconverted to GTR2 from the GTL updated conversion by derDumeklemmer It's based on the original GPL vervsion of Sergio Loro. My biggest respect for this great job - Located exactly between Rijeka and Opatija (not belonging to neather of them.the city of Opatija starts on the sharp turn on the west side of the track, and Rijeka starts on the sharp turn at the east end of the downhill straight.) Locally known as Preluk, the 6.0 km track was named Abazzia in the 1930s, when the territory temporarily belonged to Italy, and also as Carnaro. The venue was described as the Monaco of the Grand Prix motorcycle racing circuit for its spectacular views.
It hosted international races (post-World War II) between 1950 and 1977, and bike races, including the Yugoslavian motorcycle Grand Prix from 1969 to 1977 and from 1979 to 1982. FIA GT Championship and World Sportscar Championship races were held between 1950 and 1959, Formula Junior in 1960, 1961 and 1963, and Formula 3 between 1964 and 1968. Worries over safety at the track forced its closure, and racing switched to the newly-constructed Grobnik circuit. 1,395 downloads. (and 1 more). Author: zwiss Release Date: 2008 Lasercutter gave me permission to do a new conversion from his version.
4 layouts of Oulton Park Fosters. Short Circuit Island.Island Circuit with Chicane (BTCC uses this) International.International circuit with both chicanes Classic.International circuit with no chicanes I dropped the other layouts, because they are less important. 2.01: reduced the bumps on the curbs.
Credits: - original track: Codemasters - rFactor version: lasercutter - AIW: Gringosan - LODS: Taku + FrankBB - Simbin for such a great game 704 downloads. GTR2: Paul Ricard HTTT GT - PROTO & SHORT V2.2 Scratch version for rFactor by Loco Conversion, change is improvement Neel Jani AIW by Thierrydu81 for GT & Proto versions Greybrad for AIW SH release. Thank Loco for permissions to the worm conversion other platforms (games) Detail improvement, - Reviewed the full night lighting, - New fire starting and exiting the pits entrance - Added Google Map for parties land - Reviewed some of the textures, - Added new small building along the track, which missing after finding videos is seen on photos, - Setting (BIAS) Is the display of many objects distance (Lodin / Lodout) - New support vehicles, - Reviewed the full Flagmarchals, - Fixed rendering of trees - Does adding many other items.
For the update of the circuit and part of the new objects (3D) One or more textures were created with images of CGTEXTURES.COM. These images can not be redistributed by default, please visit www.cgtextures.com for more information.
Maximum Car 32, warning, We do not allow no changes to the track, and GDB files, TRK & AIW order of the offer as fixed on various website or forum without contacting us first. Istallation; Delete the old version before installing this in v2.1 X: GTR2 GameData Rentals. 1,183 downloads. VirtuaLM is proud to present you with an enhanced version of the Fuji Speedway, Japan.
This track, previously created from scratch for the Prototype-C Mod (F1 Challenge 99-02) has been deeply modified to match the new capabilities of the rFactor graphic engine.