Backwoods Freeroam

Backwoods Freeroam 1.2

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Screenshot_ks_ford_escort_mk1_kc_backwoodsfreeroam_28-1-122-16-40-6.jpg
Screenshot_ks_ford_escort_mk1_kc_backwoodsfreeroam_28-1-122-22-11-41.jpg



Latest Custom Shaders Patch REQUIRED!

INSTALLATION:
Remove old versions of the track (KC_BackwoodsFreeroam) located inside,
Steam/Steamapps/AssettoCorsa/Content/Tracks
Note: You may instead, perform a "Clean Install" while updating with Content Manager.

Extract to the same location or drag the zip into Content Manager, then click install in the drop down menu on the top right of content manager, displaying with 3 green lines.



In this update:

Water Shader Replacement
CSP SFX
Double, Single Helix Parking Garage update, A new front entrance window, retexture, and lowered base floor windows; alongside further mesh improvments, see
this photo
More Roads
More Buildings
More Tracks
Gas Stations
Windmills
New Layouts;
Drag, Rally, DriftTrack2,Motel Meetup & Sparse Spawn
Removed Layouts (temporary?); KFC Short, Mid, Main
Added a Pier with a small jump on the end
Further Graphical Improvements
Lighting Adjustments
Further Improvements/Verticality fixes on KFC Track (NW)
Fixed some roads with excessive bumps ect
Reduced collisions to increase performance
A ton of otherchanges unmentioned...




Future goals:

Fix/Remove collision near rally spawn, whilst on other layouts
Recreate KFC Track Layouts
Fix SFX not working on vehicle cams
Test fix traffic if necessary; More roads? That noted, I am unsure if AI lines will work from the previous update. Highly likely
Fix bugs as found
Fix City Parking Spawns, Some spawns are forced by AC to the incorrect floor.
Fix/Pull back Drift Track 2 Parking Lot Spawns
FIX/Pull back Motel Meet Spawns
Re-create/work surface.ini
Other issues I may have forgotten...




Secondary / Sharable Download Link (Mega) [.zip]
Alongside Reupload note has been removed from INFO.txt
Further Issues, propositions, or likewise feel free to reach out to me on
Discord; CrazTheKing#4664

Will upload a new Dev Ride (Video) soon.



map.png





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Above photo Pre-Retexture
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Screenshot_adc_nissan_s13.4__420_kc_backwoodsfreeroam_27-1-122-15-23-22.jpg

Screenshot_adc_nissan_180sx__420_kc_backwoodsfreeroam_24-1-122-22-16-49.jpg

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Screenshot_ks_ford_escort_mk1_kc_backwoodsfreeroam_28-1-122-21-38-57.jpg





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Eh, Yeah Sorry the Audio got cut.. Enjoy.

Requirements:
github.com

compujuckel/AssettoServer


AI Server Installation:
Extract the 3 Fast_Lane.ai Files to
Server/Content/Tracks/KC_BackwoodsFreeroam/ai
You may be required to create the ai Folder
While using CSP Requirement on server you will need to move/create the folder rather inside.
Server/Content/Tracks/csp/KC_BackwoodsFreeroam/ai
If you have old Traffic lines, it is suggested to remove these to prevent mass AI Car Overlapping, however feel free to test at your own risk.

Download:
AI Traffic V2

Server Settings Used in Video (1 Player : 49 Entrys : 35 Entries AI Auto)
AiParams:
# Radius around a player in which AI cars won't despawn
PlayerRadiusMeters: 200
# Offset the player radius in direction of the velocity of the player so AI cars will despawn earlier behind a player
PlayerPositionOffsetMeters: 100
# AFK timeout for players. Players who are AFK longer than this won't spawn AI cars
PlayerAfkTimeoutSeconds: 20
# Maximum distance to the AI spline for a player to spawn AI cars. This helps with parts of the map without traffic so AI cars won't spawn far away from players
MaxPlayerDistanceToAiSplineMeters: 10
# Minimum amount of spline points in front of a player where AI cars will spawn
MinSpawnDistancePoints: 100
# Maximum amount of spline points in front of a player where AI cars will spawn
MaxSpawnDistancePoints: 600
# Minimum distance between AI cars
MinAiSafetyDistanceMeters: 25
# Maximum distance between AI cars
MaxAiSafetyDistanceMeters: 100
# Minimum spawn distance for AI states of the same car slot. If you set this too low you risk AI states despawning or AI states becoming invisible for some players when multiple states are close together
StateSpawnDistanceMeters: 1000
# Minimum distance between AI states of the same car slot. If states get closer than this one of them will be forced to despawn
MinStateDistanceMeters: 200
#
StateTieBreakerDistanceMeters: 250
# Minimum spawn distance to players
SpawnSafetyDistanceToPlayerMeters: 100
# Minimum time in which a newly spawned AI car cannot despawn
MinSpawnProtectionTimeSeconds: 4
# Maximum time in which a newly spawned AI car cannot despawn
MaxSpawnProtectionTimeSeconds: 8
# Minimum time an AI car will stop/slow down after a collision
MinCollisionStopTimeSeconds: 2
# Maximum time an AI car will stop/slow down after a collision
MaxCollisionStopTimeSeconds: 5
# Default maximum AI speed. This is not an absolute maximum and can be overridden with RightLaneOffsetKph and MaxSpeedVariationPercent
MaxSpeedKph: 55
# Speed offset for right lanes. Will be added to MaxSpeedKph
RightLaneOffsetKph: -10
# Maximum speed variation
MaxSpeedVariationPercent: 0.15000000596046448
# Default AI car deceleration for obstacle/collision detection (m/s^2)
DefaultDeceleration: 8.5
# Default AI car acceleration for obstacle/collision detection (m/s^2)
DefaultAcceleration: 2.5
# Maximum AI car target count for AI slot overbooking. This is not an absolute maximum and might be slightly higher
MaxAiTargetCount: 300
# Number of AI cars per player the server will try to keep
AiPerPlayerTargetCount: 10
# Soft player limit, the server will stop accepting new players when this many players are reached. Use this to ensure a minimum amount of AI cars. 0 to disable.
MaxPlayerCount: 36
# Hide AI car nametags and make them invisible on the minimap. CSP 0.1.76+ required, still buggy
HideAiCars: true
# AI spline height offset. Use this if the AI spline is too close to the ground
SplineHeightOffsetMeters: 0
# Lane width for adjacent lane detection
LaneWidthMeters: 3
# Enable two way traffic. This will allow AI cars to spawn in lanes with the opposite direction of travel to the player.
TwoWayTraffic: true
# AI cornering speed factor. Lower = AI cars will drive slower around corners.
CorneringSpeedFactor: 1
# AI cornering brake distance factor. Lower = AI cars will brake later for corners.
CorneringBrakeDistanceFactor: 1
# AI cornering brake force factor. This is multiplied with DefaultDeceleration. Lower = AI cars will brake less hard for corners.
CorneringBrakeForceFactor: 1
# Name prefix for AI cars. Names will be in the form of '<NamePrefix> <SessionId>'
NamePrefix: Traffic


Creating your own AI Lines:
Included in the following download are 3 separate layouts for creating AI Traffic Lines. Highway Inside (towards city), Highway Outside (towards ocean), and City. This package includes all lines from v2 in their respective locations. (content/tracks/mapname/layoutname/ai)
DO NOT EXTRACT TO SERVER, Extract to AssettoCorsa/Content/Tracks/kc_backwoodsfreeroam. Otherwise allow Content Manager to extract, and create within practice mode.

Still confused? Check out this guide on creating AI Lines

mapai.png

TL;DR Traffic runs a ton better, Less Collisions, Better Management, and you can Create your own!
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Requirements:

Server Installation:
Extract the 3 Fast_Lane.ai Files to
Server/Content/Tracks/KC_BackwoodsFreeroam/ai
You may be required to create the ai Folder
While using CSP Requirement on server you will need to move/create the folder rather inside.
Server/Content/Tracks/csp/KC_BackwoodsFreeroam/ai

Download:
AI Traffic


map2.png
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Retexture and Rework 1.0


Installation:

If you have old versions of Backwoods Freeroam please forcibly remove them located in your Assetto Corsa /Content/Tracks to avoid possible issues.

Install Content Manager and Custom Shaders Patch. SOL is also Reccomended.
Content Manager
Custom Shaders Patch
SOL


While Installing Content Manager you will be given the choice to install 7zip extractor within, This Helps Install Uncompressed Tracks.

Download using the link provided at the top of the page, Drag and Drop the KC_BackwoodsFreeroam.7Z into Content Manager. Content Manager will extract the map into your Assetto Corsa /Content/Tracks Folder. Click The 3 Green Lines at the top of content Manager then click Install. Make sure to enable Custom Shaders Patch In your Content Manager Settings.

Changes:
Removed "City Parking (AI Traffic) - This needs to be remade.
Added a New Drift Track Parking. (50 Spawns)
Removed Snow Skin.
Terrain Retextured.
Some other Materials Adjusted/Changed.
Smoothed a ton of Landscape and Roads. Previously Unpleasant to drive.
Added a ton of New Roads.
Fixed Parking Garage 2F Ramp, You may now exit with a vehicle at any height, including Go-Karts.
Removed Unnecessary Files.
Reworked KFC Track AI for Short and Mid.
CSP Extension Reworked, including Lighting, Rain, and more.
A ton of other Changes.


Future Plans:
Add Houses
Add Another Parking Spawn and/or Sparse Spawn Variant.
Add a Gas Station or Two
Add a Police Station, Firehall?
Remake AI Traffic
Add KFC Main AI
Add Drift Track AI for Karts?
Add Environment Sounds



Screenshot_adc_bmw_e36_m3__420_kc_backwoodsfreeroam_30-0-122-21-46-2.jpg
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Screenshot_ks_toyota_ae86_drift_kc_backwoodsfreeroam_30-0-122-22-13-52.jpg
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Contact; Discord: CrazTheKing#4664
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Screenshot_lotus_evora_gte_kc_backwoodsfreeroam_22-7-121-21-24-8.jpg

preview.png


In this update:

Smoothed Southern On-Ramp
Smooth Garage Spirals (low cars still get stuck on the ramp floor 2)
Garage Reworked to move spawns inside
Fixed a bunch of Garage UV's
Fixed Garage Pillar Lighting/Shadows
New Garage Lights
Fixed fence north of garage (alley)
Fixed most Landscape UV's
60 Spawns - 54 on 2nd floor, 6 Roof
Procedural Grass Setup (Enable in Content Manager/Custom Shaders Patch)
Grass grows, and is cut once a year.
Adjusted some materials
Added AI Lines [Seperate]
You will notice two versions of City Parking, One with AI Lines and one without.
The one without is to avoid reverse driving penalties online.
The one with may be used to make "traffic" on trackday.
(Traffic: Enable New AI Behavior inside Content Manager / Custom Shaders Patch, along with change "Shuffle Behavior" to "Never".
High opponent counts may cause crashes and issues. I've seen it work best with about 15 opponents)
KFC Raceway Layout, Main Course, Short, Med
(Main/Short; AI do no pit correctly, "Med" is not set up for AI)
Added Lights to KFC Track Pits
Added Lights to Round-A-Bout
Fixed light positions near on-ramps
Updated Map


To Do:

Add AI Lines to KFC Med
Fix AI Lines for pits (KFC Main/Med/Short)
Add Spawn location for Drift & Drag
Tidy up lines for Trackday Traffic
Separate Light "bulbs" for remaining Light poles
Fix Garage Low Car, Collision with Ramp Floor 2
unknown.png

unknown.png


This will be included in the next update if your not keen to doing it manually.
Manual Update:
To add this extension all you need to do is replace the
ext_config.ini found in:
YOURDRIVELETTER:\Games\Steam\steamapps\common\assettocorsa\content\tracks\KC_BackwoodsFreeroam\extension
with this one:

RainFX is not required, but makes a huge diffrence on the visual experience.

Procedural grass is enabled inside Custom Shaders Patch > Procedural Grass (AC Manager).

(Server Hosters, allow invalid checksum)


Any issues feel free to drop by our discord.
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20210816235818_1.jpg

For this update only use practice (NO AI Lines)



46 Pits and a new parking garage.

Tons of new changes.
Parking Garage
Dirt now Drivable
Baseball Field
Some new roads
more buildings added in (houses still to do)
Collisions should work all around, please report mishaps

More; Will edit in the am.
Have fun!

map.png

Known Bugs:
Parking Garage spirals need smoothing, very rough."
Crack in the floor,
Spawns were intend to be on floor 1-2 however AC will not allow spawn under roads.
No AI Lines (spent a while making for it to be overwritten in an instant, will redo soon)
Heavy drop heading in to KFC track
Some rough areas that could be smoothed (track)
Ugly UVs on certain (stretched) parts of the landscape
Only lights (bulb/glass) near parking and drift track glow
Spawns overlap after 46 (multi layer (60) intended [parking garage] )

{list to be updated}




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