Just a smaller update, mainly texture updates
-Please delete the old version and then install the new one
-New asphalt textures
-New grass texture, grass is now shorter and I added some dry patches for more realism
-Brake Markerboards also have a less brighter color
-Kerbs at the entry of T15 are now red,white and green instead of only red and white
-Kerbs also have a new texture to make them look more "used".
Important:
In case the AI doesn't drive at race starts, try to restart the race and then it should work. I am not sure if its a problem with this ai, but it is more likely a problem with my game or some setting.
The big update is here!
!! DEINSTALL CURRENT VERSION AND THEN INSTALL NEW ONE !!
The changes: (many)
- Only 1 layout now, the original one
-Reworked the whole track layout to make it more authentic, only T1 and T2 stayed the same
-Added GrassFX
-Reworked the kerbs, they are flatter now and better to drive on
-Added physical track mesh, so now there is proper Force Feedback while driving
-New pit building and main grandstand
-Updated the trackside hotel
-Moved many walls to suit real life
-Added grid slots that are in sync with the actual starting position of the cars
-Added more trackside environment
-Added flag panels (but those can unfortunately only be grey)
-The white lines now have a brighter colour
-Changed the asphalt in the pit lane so that it has the same colours as in real life (dark grey, blue, grey)
-New AI (because of the track layout changing) !!Please give me feedback on AI if they are good or not, would be very appreciated!!
-New track cameras
-You can now drive into the parking lot behind the pit building, you have to turn right at the pit entry to do so. It is nothing special, just a little detail I wanted to add but don't expect too much, you can rejoin the track at: Start of pit lane, End of pit lane or T2.
-Added TecPro barriers where needed
-Changed most gravel traps to be like real life
-Changed placement of most marshall-posts
-Every object now casts shadows
-Tried to improve graphics as much as possible but using RTB, I am unfortunately very limited in this area
-Removed the starting lights, because they had some bugs
-Added more brake signs, (also on the fence now)
-Finish line is now much earlier on the start/finish straight
-Added flags on top of the main grandstand
-There are now 24 pit boxes, so you can race with 24 cars
This update is basically a whole new track compared to the last version. If you are experiencing any issues, please message me or write in ,,Discussion". Thanks!
Update:
- Renamed all the files (removed spaces, capital letters)
The track shouldn't crash now
[BETA]
- Added 3rd layout with physical track mesh.
The 3rd layout has a physical track mesh but that version is NOT final. The textures aren't very good yet, you will notice that with the white lines on the track, but I wanted to let you try it out and see how it feels.
Update 3.5
Changes for "F1" and "Original"
-Moved the 80 kph pit lane speedlimit a few meters forward so that the turn in for the first pit box isn't that sharp.
-Circuit now has 24 pit boxes.
-Added 2 yellow lines which show the start of the first and the end of the last pit box. This will help you not to miss the first pit box.
-Fixed an issue in T4 where there was a big bump in the middle of the gravel trap.
-Building,walls,fences and all other objects now cast shadows.
-All kerbs are now a little bit higher than previously, except for the T5 inside kerb and T9 exit kerb which are still very flat.
-Moved the start finish line forward so that it matches it's real life position.
"F1" layout changes:
-Removed all sausage kerbs. Kerbs are now identical to "Original" layout.
-Added more grandstands, trees, advertisements and general surrounding environment.
-"F1" layout now uses the same AI as "Original" which works very well.
Update 3.1
I added a F1 Layout/Version which is basically more grandstands, more advertisements also some sausage kerbs.
Now you can select between F1 and Original.
I prefer the ,,Original" layout for racing as the Assetto Corsa AI is not a big friend of sausage kerb, but I tried to make the AI avoid them as much as possible so racing should be more or less ok for the ,,F1" layout. For hotlaps, the F1 layout is perfect.
There are 3 little sausage kerbs at T6 on the inside. Sometimes the AI gets launched into the air a little by them and sometimes not. If these sausage kerbs cause lots of crashes, please let me know and I will remove them.
Update 3.0
-Added 3D grass
-Made some kerbs slightly higer
-Added blue tarmac at inside kerb on pit lane entry
The update is here with following changes:
-Fixed the AI
AI will not use run offs as the race track from now on
-Fixed bumpy start/finish straight
-Opened up the penultimate corner a little bit as the angle was a little too sharp
-Added track cameras
Update 2.0
Circuit now is much more accurate. I was able to use pictures from real life to make it as accurate as possible. Everything got changed.
-Corner angles
-Trackside buildings
-Run-off areas
-gravel traps
-placement of walls
-kerbs
-DRS Zones
-TecPro barriers
IMPORTANT:
The AI will be fixed in the next 2-3 as it often uses the run off areas as part of the race track. I will post an update immediately when I fixed the issue, but I did not wanna make you wait longer to drive the updated track.
Update 1.1
-Added 2 new better looking grandstand with better textures
-small tweaks to some kerbs
-changed the pit building
-changed the background (added some more trees)
-some minor other changes