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#Post#: 4503--------------------------------------------------
RaceRfactor Monza 2014
DIR By: Simon J
Date: September 22, 2017, 4:18 pm
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HTML http://steamcommunity.com/sharedfiles/filedetails/?id=755839736&searchtext=monza
#Post#: 4508--------------------------------------------------
Re: RaceRfactor Monza 2014
DIR By: Chad Brown
Date: September 23, 2017, 12:38 am
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So there was an update? I didnt see any patch notes. Also,
unless the membership can't run on the server due to the Steam
workshop subscription auto updating this track, I will not be
updating the server with the DX11 version. I'd like to test it
but my son has a friend over for the night and they are
completely hogging the VR/Race sim machine.
#Post#: 4512--------------------------------------------------
Re: RaceRfactor Monza 2014
DIR By: Marketcrash16
Date: September 23, 2017, 3:16 pm
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Updated version is 1000X better. Gets rid of the "ghost trees"
#Post#: 4513--------------------------------------------------
Re: RaceRfactor Monza 2014
DIR By: Tech G
Date: September 23, 2017, 3:31 pm
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I would say it is better also, plus it now includes a version
with cut track boundaries on, so this will police the the first
chicane better as well as elsewhere.
#Post#: 4516--------------------------------------------------
Re: RaceRfactor Monza 2014
DIR By: Tig_green
Date: September 23, 2017, 4:07 pm
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Cut detection could be a problem, but we might create even
bigger of a problem if we choose the new version so late at the
week, maybe.
#Post#: 4517--------------------------------------------------
Re: RaceRfactor Monza 2014
DIR By: Scott Arrington
Date: September 23, 2017, 4:44 pm
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Another problem is if people knock down the braking markers
were screwed.Had that happen in practice going into turn one and
missed the corner because Rick mowed down two braking markers
haha.
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