Targa Florio for rFactor – Sicily Traffic Previews

6e66o has released six new previews of the Targa Florio for rFactor, showing a Ferrari prototype during a test run being disturbed by some much slower local traffic.

Originally created for Grand Prix Legends, the Targa Florio Conversion Team is working on bringing the legendary Italian track to rFactor. To bring it up to rFactor standards, the track has been equipped with new textures, shaders, a new AIW supporting large fields and much more.

Located on the Italian Island of Sicily, the 72 kilometer track is one of the most epic motorsport race tracks ever used. As safety concerns became an influence in international motorsports, the Targa Florio sports car race lost its world championship status and is still run as an Italian rallye today.

Via Targa Florio Conversion Forum

GTOmegaRacing.com

  • http://simracing.in.ua Pandamasque

    LOL poor Lada :sd:

  • DeDios

    lol great shots! :sd:

  • Jos

    so there’s really AI driven traffic driving in the opposite direction? :)

  • http://simscreens.blogspot.com 6e66o

    Jos: so there’s really AI driven traffic driving in the opposite direction? :)

    I wish there was.. :wink:

    I wouldnt know of a possibility to do that in rfactor.

  • Raikku

    Surely I first drive few laps there with Lada, Lada is so cool.

  • stabiz

    Haha, that is awesome!

  • RaYqUe

    These pics made my day! :sd:

    This car would be a blast to drive on that track:

    http://www.youtube.com/watch?v=qJoCclf8AY4

    Good thing is there’s a WIP, but who knows will it ever see the light of day: :sad2:

    http://www.youtube.com/watch?v=qQqVLZdr0KQ

    Sry for offtopic.

  • ZombieJim

    Oh god no!

    http://www.virtualr.net/wp-content/gallery/2401/traffic45oqr.jpg

    That car about to be hit as a family of 5 tiny people inside! What a tragedy.

  • GeraArg

    Wow the track looks great, nice job… :cool: :cool: :cool:

  • FrozenCandle

    What mod is the red car from? Thanks in advance. :grin:

  • Baule

    FrozenCandle: What mod is the red car from? Thanks in advance.

    It’s from the CSGT World Sportscar 1970 mod.
    http://www.virtualr.net/world-sportscar-1970-10-released/

  • FrozenCandle

    Baule:
    It’s from the CSGT World Sportscar 1970 mod.
    http://www.virtualr.net/world-sportscar-1970-10-released/

    Unreal, thanks mate.

  • f0xx

    Hahah nice pics :P

  • TheSTIG

    Cool shots 6e66o :grin:

  • FS

    6e66o:
    I wouldnt know of a possibility to do that in rfactor.

    Well, you can have moving birds and helicopters in rFactor … just make them fly close above the road and use a car, a carriage, a cow or whatever instead, and there you have the (actually very acurate) “test-day” version of the track with moving obstacles :cool:

  • http://simscreens.blogspot.com 6e66o

    FS:
    Well, you can have moving birds and helicopters in rFactor … just make them fly close above the road and use a car, a carriage, a cow or whatever instead, and there you have the (actually very acurate) “test-day” version of the track with moving obstacles

    The birds and helicopters follow a simple circle rotation though.
    The cars would have to drive on a very precise path, which i dont think is possible.

    Maybe (hopefully) in rfactor 2 :grin:

  • John DiFool

    It is possible to set up the track so that you have two-way traffic tho. I can think of two tracks which pull this off.

    Can’t wait! :cool:

  • jpalesi

    Great :shock:

    I had an idea about the AI in the opposite direction :idea:

    It’s possible to create multiple paths for a complex paddock.
    Using this, maybe it’d be possible to create a paddock path that follows the track, in reverse, put some garage spots next to the start of the path. The cars in those spots should follow the path, and if you have a pitlane speed limit of, say 70 kph, the cars would run at that speed as a normal traffic car would do.

    If my laziness leaves me, I may try that later.

  • JGoenR

    Great screens! :grin:

  • http://simscreens.blogspot.com 6e66o

    @ jpalesi
    Even if that would work,
    then all ai cars would take that path.

    It would only make sense to have the “street cars” go the opposite path,
    and the race cars the regular path.

    + no mod has both, street- and racecars anyway..

  • FS

    Too bad … it would cause havoc with the AI (race) cars anyway, but some sort of randomiced placement of obstacles (even non-moving, you wouldn’t really be able to tell the difference at speed) would still be fun I guess. And I think it really was like that during testing (at least I think Vic Elford says so in the “The Speed Merchants” documentation).

  • http://joekingdesign.deviantart.com/ polarx

    if maybe you put 5-10 lada the end of the track and start them when you start on the way and you meet with them. so they too racing just the different side. maybe in this way possible the traffic. or i don’t know :D

  • http://www.youtube.com/user/flaux1 Flaux

    Thats modding-spirit! jpalesi give it a try! It’s those things that move the community forward! Let’s-go! :sd:

  • speedfreak968

    :lol: Great shots! So what phase is this cicuit in at this moment? Any chance of going out in near future? I’m soooooo looking forward to drive an Alfa 33.3 on it…

  • John DiFool

    I’m guessing that a CART or F1 car can break 30 minutes easily (probably even an LMP1 too).

  • http://simscreens.blogspot.com 6e66o

    My personal best lap was a 33:45 in the Porsche 908/3 (CSGT),
    which is less then 10 sec off the real record from Leo Kinnunen.

    But some day i will beat him :sd:

  • dale223223

    Having traffic is pretty fun… it reminds me of the arcade game “Crusin’ USA”. ISI definitely needs to implement this into rfactor 2.

    So they really had street traffic during these races? No wonder there were safety concerns!

  • http://simscreens.blogspot.com 6e66o

    dale223223:So they really had street traffic during these races? No wonder there were safety concerns!

    Not during the race (if you dont count dogs and people crossing the roads),
    but during practise days.

  • DeDios

    6e66o: ersonal best lap was a 33:45 in the Porsche 908/3 (CSGT),
    which is less then 10 sec off the real record from Leo Kinnunen.

    But some day i will beat him :sd:

    6e66o, what about mesh accuracy/lenght : have you tried to compare real track with virtual one? is it good?
    For me is really important regarding tracks: i prefer mesh accuracy instead graphic :happy:

  • http://simscreens.blogspot.com 6e66o

    The Layout is actually very accurate as you can see from this picture:
    http://img9.abload.de/img/gefpgq.jpg
    It´s the track mesh + google earth terrain.
    (the terrain might not be positioned perfectly though)

    Now elevations, camber and track width are a different story,
    but it looks just fine to me :grin:

  • te5la

    how did you get the CSGT car against anything else? CSGT’s rfm makes it unusable in all tracks and vehicles.

  • http://simscreens.blogspot.com 6e66o

    te5la: how did you get the CSGT car against anything else? CSGT’s rfm makes it unusable in all tracks and vehicles.

    I manually added the car to the mod.

  • John DiFool

    Any news? Filling in the “holes”, retexturing, bump mapping, AI polishing all going okay?

  • http://simscreens.blogspot.com 6e66o

    I understand y’all are eager to drive the track,
    but please be patient.

    We have to deal with quite some problems,
    but proress so far has been quite good.

    Still its hard to tell, when we reach a point, where we would like to release it.

Back to top