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Denver GP 1.20

By: zero-g
Origin: Scratch | Real World
Category: Temporary Circuits
Initial release: 19-Sep-06
Current release: 1.200, on 27-Dec-08

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Screenie by: zero-g
Screenie by: zero-g
Screenie by: zero-g
Screenie by: zero-g
Screenie by: zero-g
Screenie by: zero-g
Screenie by: zero-g
Screenie by: zero-g
Screenie by: zero-g
Screenie by: zero-g

Description (Click to toggle Visibility)

**** Denver Grand Prix v1.2 **** ...for rFactor

This is the Conversion of my Scratch made F1 Challenge track.
Found a bit of time and updated the track a bit...
Hope we will have a little bit more fun on it now!

Credits:

Track - zero-g
Textures - Grant


New in v1.2

- added Night Lighting
- some new and some remodeled objects
- AIW with 48 cars
- Start/Finish Line as used in 2002
- new shader settingson whole track

New in v1.01

- added Tires & walls collision

Community Rating

Overall rating since initial release  
428/500 (1261 votes) 1 2 3 4 5
Community Ratings since October 01, 2009   My Ratings
Sense of Immersion
Texture Quality
Track Layout
Racing Line
AI Behaviour
Atmosphere
Facilities (Pits, Grid etc)
Cameras
OK Track Naming
Addictive-ness
FPS Performance
Realistic Track Surface
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Latest Denver GP Comments

Post a Denver GP Comment

the original .AIW Denver 1.20 and the .AIW edited by alienaudio have problems. Please, someone can edit this .AIW?
AFerrari on Dec-29-2011

The AI fix for Denver link went dead so here is a new one: http://www.megaupload.com/?d=Q3215OBW
Enjoy and feel free to redistribute this file.
alienaudio on Sep-14-2009

I love this track so much that I wanted everyone who is afraid of editing
the .AIW file to still be able use it for the Race.
I created this file via the suggestion from eddiespag to edit
the .AIW file. Here is a pre-edited .AIW the fixes the grid problem that
causes the cars to start the race in the pits.
Just copy, paste and race!
http://www.megaupload.com/?d=0P7OFHNT
alienaudio on May-02-2009

There is still a grid problem with this really nice track, at least using a V8 Supercar mod. When going to race mode all cars in the back of pits with campers and haulers. I set my server to have a formation lap, which placed everyone on the grid as per normal, then we simply ran the formation lap and lined up on the grid.
Quasi on Feb-13-2009

Thanks for fixing. Now I can ask another annoying question. :-) I'm just wondering what happened with this update. To drive Champcars (2006 or 2007) I had to downgrade again to v1 because of this "incompatible track surface". As this is one of my favourite tracks, I would like to ask for which mod it was designed. Unfortunately, with v1 Champcar AI is too slow... Nevertheless a cool track!!!
mcfritt on Feb-01-2009

Dont work for race. Tested on 4 difrent pc's. Starting grids is in the pitlane. Tryed to make a new aiw with aiwedit, and it go bananas. I think its too few segments in gmt road files and grid spots is "isles" in road
JohnnyB on Jan-15-2009

In the old AIW there is a complete grid as well under the 'alt grid'. In the new AIW there is no grid under the 'alt grid'. With the copy fix suggestion/solution, is the whole grid (including the alt grid) section copied and pasted in the new one ( with the teleport as well of course)? Thanks!
eddiespag on Jan-13-2009

Thanks Vince. Now I also did what you recommendend. But maybe someone can tell me about his experience with Champcar 2006 on this track? Does anyone feel these extreme bumps (default setup)?
mcfritt on Jan-13-2009

Originally posted by: Ollrick

Originally posted by: Vince Klortho



I tried an experiment - I pasted the grid and teleport sections from the old AIW file into the new one and it worked correctly.




Thanx Vince, it works fine. Great Track :-)


I tried same ting, but grid is in the pit location now.
JohnnyB on Jan-10-2009

Originally posted by: Vince Klortho

I tried an experiment - I pasted the grid and teleport sections from the old AIW file into the new one and it worked correctly.


Thanx Vince, it works fine. Great Track :-)
Ollrick on Jan-05-2009

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