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Le Mans 2004 SNL Edition – Released

Le Mans 2004 SNL Edition – Released

Riches has released a majorly improved version of ย Frank.55’s Le Mans 24 Hours 2004 track for rFactor, bringing us a modern version of the track right in time for this year’s endurance classic.

The track has been equipped with hundreds of new trackside objects, high-resolution textures and iRacing-inspired real vertex microbumps that have been modelled after real-life on board laps. The result is the best looking and most realistic modern version of the Circuit de la Sarthe for rFactor as you can see in the video and the screenshots below.

There’s a sad note attached to this release though as the original creator, Frank.55, passed away last August. Even though Frank isn’t with us anymore, his dedication and passion for sim racing will live on thanks to Riches and the guys at Simracing.nl.

Download Le Mans 2004 SNL Edition Here

  • http://simracing.in.ua Pandamasque

    Looks good. But what was that with [wrong way] warning appearing on the Mulsanne? ๐Ÿ˜ฎ

  • carbonfibre

    Real vertex microbumps? This is a must download then. ๐Ÿ˜Ž

  • http://www.tltracks.com Alex

    Trees need exporting with pointy normals, they look odd. Tbh, I wish you’d taken my version as a base, I did a lot of work optimizing it in the conversion from NR2003 to get it poly optimised, yet it seems to barely get noticed.

  • aosudif1

    Frank.55 died? Oh, man… that’s terrible! All I can say is his work will keep him with us… great work, always!

    Hope his in a better place right now.

  • Howie47

    I’ll bet Frank doesn’t want to be with us now! Just my opinion. Fantastic track. Worked and looked flawless to me. I got a good view at 2880×1200. A bigger monitor makes all the difference in the world in sim racing. Because even the physcis feel magnified.

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

    Hey Alex,…the same goes for some other of your tracks. Often forgotten… Thx again, even for the older tracks. guys check http://www.tltracks.com ๐Ÿ˜‰

    The pitlane on this track here looks great! The Rolex adverts and the glass reflection look really nice! Also some nice Objects have been added and some of the trees look good too. The track-surface with those bumps is really cool too. The downside: It has poor fps and some textures look really odd. Morphing both tracks Lonely and this here would be cool.

    PS: After a quick look into both tracks I think it wont be an easy job to morph them. It’s all the same, but its all different *g*

  • DeDios

    Looks really good. Thanks so much for your work! ๐Ÿ™‚
    Nice words Rob, is nice to see Frank passion alive. Hi Frank *

  • riches

    I was unaware that Frank passed away.
    I’m not that updated on things, actually made me very sad to hear this.
    Will dedicate this track to him than.
    I spend an awefull amount of work in this.
    Hope he will pleased with the result.

    That warning at mulsanne was my mistake…
    I recorded the video with Fraps.
    From another AI car.. so my own car was parked somewhere, roling slightly backward.
    Forgot to put the handbrake on.. ๐Ÿ™‚
    So the rF console was warning me my car was driving the wrong way.

    The latest version of this track now even has some real 3D curbs, not shown on this video.

    I plan some future major updates on this track to make it even better.
    So any contructive advise is welcome.
    Editing a 14km track is quite time consuming.

    As most computers in our league can run this track at around 100 fps.

    I thought it was nice to have this available before the upcoming Le Mans.

    At night you make sure to adjust the setting in PLR file so not the lights of 20 cars gets calculated.
    That’s a framerate hog one many tracks.
    Also the Endurance mod is quite a bit heavier than many other mods out there. They have some good advice on their website, how to tune your rFactor system for optimum performance.

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

    Sounds great riches! I mentioned some things that would be good to have. More frames, optimized trees and maybe some new textures…. that would make a lot of difference. :shame:

  • SergeantBoner

    How does one acquire the track?

  • DevonK

    Why are there sky files in this track? Mods should not be overwriting default game-wide files without notification, doing so can create a real mess that is hard to diagnose. Bad sky files = killed framerates.

  • Howie47

    Hmmm, I thought the frame rate was good. I tested with the endurance mod. I’m only using a 260 card, that runs three monitors. I like the low hanging clouds. Very realistic. Thanks for your work.

  • JGoenR

    Thanks for the update! ๐Ÿ˜€ Looking forward to future releases.

  • Joao Barbosa

    Good work on the update, and thanks. Runs smooth; track and curb details are also well done.
    Thanks again for your work.

  • DeDios

    Thanks Riches for your post. Looking forward to next releases ๐Ÿ™‚ Keep up the good work!

  • http://hompe.blogspot.com Hompe

    Awesome! this is a track that just had to be updated

  • http://simracing.in.ua Pandamasque

    @ riches – thanks for the great work. The ‘atmosphere’ is much better now that the trees are made of genuine wood, and not cardboard ๐Ÿ˜€ And I actually like most of the textures.

    Here are a few questions and suggestions:
    Where did the data on the bumps come from? That seems like a lot of manual work, so I’m just curious.
    What if I put the sky textures you included into the SNL_LeMans_04 track folder? Why didn’t you do so?
    Are you planning to update the layout from 2004 to the most modern one? (#14 according to wiki)
    There are a few glitches remaining from the old version that need to be fixed: some barriers are intangible – you just drive through them and fall off the edge of the track (have a look at Mulsanne corner on the left). On the Mulsanne straight there are arrows painted on the tarmac – they glow at night unrealistically (especially notable when they ‘flash by’ in the mirrors).
    Also the ambient lighting at night is too bright in the areas with no floodlights. It’s practically pitch black on some of the straights.

    Cheers.

  • http://simracing.in.ua Pandamasque

    PS: one more thing – the reddish surface outside the track on Mulsanne appears to be a different sort of tarmac, while it feels like gravel in rF.
    http://www.youtube.com/watch?v=QOwhAazkZFE (see 1st chicane exit at 1:12).

  • riches

    Thanks for the comments and advice!

    This whole project started as test and out of curiosity.
    It got a bit out of hand. hehe

    Will collect all your data and put it in the next version.
    There is still tons of things i could and want to fix.
    But at Simracing.nl we wanted to have a race around the real le mans date.

    Indeed, the micro bumps in the track are all handwork.
    At my calibrated Eizo screen it’s quite dark allready at night.
    My brightness/contrast might be a bit different than most standard monitors.
    I will look in to that.

    I might have plans to make a completely new 2010 version.

  • BlackCats101

    Is it possible to create the same pitch blackness of the real night racing at Le Mans? In reality you can only see a very small area ahead of the car, and occasional piercing lights from behind the barriers on either side, as seen here:

    http://www.youtube.com/watch?v=zQ7L2Hy34M4
    (2 mins 15 or so into video)

  • John DiFool

    Man, when people said it was bumpy they weren’t kidding! I drive from the hoodcam, and I can’t imagine driving this from the cockpit (the driver would feel like a shirt being tossed around in a dryer). I also like the new curbs.

    But the AI wrecks far too often (driving VLN05)-at the exit of the 2nd Ford chicane, and in a couple of spots in the Dunlop/Esses complex. I’ll also note the new pit exit, which only connects to the main circuit in the middle of the Dunlop chicane.

  • riches

    Here is some sidenotes:

    Cocpit Vibrations:
    To elimininate the fake cockpit virbration coming on top off the now real vibrations.
    You can change these lines in the “yourname.PLR” file (This also makes the framerate go up a little).

    Cockpit Vibration Mult1=”0.00000″ // Primary vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)

    Cockpit Vibration Mult2=”0.00000″ // Secondary vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)

    ————–

    Nighttime blackness:
    Onboard cams are completely not suited for nighttime recording.
    Actually most camara’s have trouble to give a proper image at night.
    Try to make a picture with your own camara at night (without a flash).
    Although you still see al lot at night as our eyes and brain correct the image, the camara will give a very dark almost black picture.
    So on my calibrated screen at home it was almost black allready.
    But for people who want it pitchblack – you can lower these values in the “SNL2004lemans.gdb” file (Beware: this can give online mismatches).

    NightAmbientRGB = (21,23,26)

    As you see on a scale of 0 to 255 it’s allready close to no light at all.
    —————

    AI wrecking:
    I will look in to the AI file, making sure the cars will drive a bit more to the middle off the road on the mentioned spots.
    Actually most base setups that come with most mods put the car very low.
    Because to much tracks have a very flat “pooltable” roadsurface.
    As only a few tracks feature real vertex roadbumps and 3d curbs.
    Laserscanned track OranLidar suffers from the same problem.
    But this can be overcome by making the drivingline less wide.

    Thanks for all your advice!!!
    ๐Ÿ˜‰

  • Matt W

    Thanks Riches,

    While some people may be worried about AI.

    I think most of us are focused on the track Quality. Some online communities won’t run a converted track. But the update you have done to this track is great.

    Thanks for your hard work.

  • LOLserver

    hey guys..any chance to upload somewhere else then megadownload or rapidshare?…I’m behind a router that do not allow downloads from such sites ๐Ÿ™

    I’m a devoted fan of Lemans tracks and until now the one I did use the most in my server was La sarte, mainly because the “nigth” racing was the best.

    Hope this new track is even better at nigth.

    UGHHHHH…DIDN’T KNOW ABOUT FRANK!! ๐Ÿ™ don’t know what to say, realy. lets keep in mind his contribution to SIM racing. missing u Frank.

  • riches

    LOLserver.. drop me a mail info(at)riches.nl
    I can send you the track from another source.

  • LOLserver

    @riches.

    thx m8, mail sendt.

  • Tensor

    to get more input on track side objects and so on, check out this video
    http://www.youtube.com/watch?v=XKSlzhGTlgM
    forza 3 seems to have the most advanced le mans track version so far.

  • UrosL

    Holy sh*t, this version rocks ones socks out – literally! I mean, you can feel every little bump there is on this awesome track (not that I’ve been on the real one, but the experience is much more immersive). And the updated textures are pure eye candy, to say the least.
    Somebody was complaining about the trees – who the hell looks at trees at 160+ mph? ๐Ÿ˜€

    Peace out!

  • dale223223

    How ’bout opening up the Bugatti layout?

    A 1921-28 layout would be pretty cool too.

    Anyway it’s a nice track, thanks for the update.

  • Der_KHAN

    are you guys sure that the track is not a little too bumpy? i mean i’m all for bumpyness ๐Ÿ™‚ but this seems a little extreme with GT1 cars. i can hardly imagine a prototype car running on that kind of surface

  • http://simracing.in.ua Pandamasque

    I agree. When the engine tops the revrange on the bumps at the straight (i.e. rear wheels go airborne) it’s probably too much.

  • riches

    The standard setup of the GT1 cars is too low and to the shock are too stiff.
    Loosen the suspension of the car a bit helps a lot.
    A track like Le Mans where many trees grow with their roots just next to track is not run at a hight of only 3 to 4cm from the ground.

    http://www.youtube.com/watch?v=OyDdIdQEYH4

  • UrosL

    Der_KHAN:
    are you guys sure that the track is not a little too bumpy? i mean iโ€™m all for bumpyness ๐Ÿ™‚ but this seems a little extreme with GT1 cars. i can hardly imagine a prototype car running on that kind of surface

    If they can survive Sebring, this should be a piece of cake IMO. :sd:

    http://www.youtube.com/watch?v=9f-1869sGzQ ๐Ÿ˜ฎ

  • DeDios

    After a long offline race, well i’m really impressed about your work! wow there are a LOT of bumps on track! wow didn’t know track is so bumpy! ๐Ÿ˜ฎ
    Regarding surface, well..you can try to re-check all surface, for to improve fidelity using google earth, videos and images! some parts seems to be different. (specially first part of track, from Dunlop to Tetre Rouge). You can use flickr an panoramio sites, are REALLY useful imo.
    Yes, i’d like to see new trees, actuals are a bit ugly. There are a lot of track with beautiful and highres trees. I’d like to see some new highres textures too ๐Ÿ˜‰
    Anyway great work mate!! this version is really really beautiful and enjoyable. I hope you’ll modify AI too because crashes a lot around track (lol specially in Dunlop Curve and out Arnage!).
    thanks for all, i’m waiting next version!! ๐Ÿ˜‰

  • Blinq 33

    Great rework off an already pretty good track.The only thing that keeps bugging me is these narrow and high curbstones,especially at Mulsanne and Arnage where you’ll
    get stuck if you use them a bit too much.Don’t know why but a lot of trackbuilders seem to use these in 90 degree corners which is pretty unrealistic if you ask me.If you look at footage of Le Mans you can see these corners have low and wide curbstones and the cars making full use of them.

  • riches

    This track was made for league racing, with the old flat curbs people could win many seconds by cutting the track. Looking at a lot of footage the curbs became flatter after 2006.

  • David Arizon

    Worst trees I ever seen…

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