Point to point route would result in Wrong Way being displayed in pit lane, and after finish line, ultimately resulting in online players being booted from server. This is now a circuit layout to prevent the wrong way warning from displaying in those areas.
-Pit Lane Speed limit disabled on the drift layout only
Title says it all, there was a flag blocking the view on the camera between turn 3 and 4 on the drift layout. That flag has been vaporized!
The community from Spec D drift series requested an alternate layout for an upcoming event of theirs. Along with the new drift layout (point to point, starting between turns 2 and 3, and using the short track turn around, finishing on the front straight)
Along with this update is a rudimentary GrassFX extension, and very rudimentary RainFX compatibility.
A fun update for Christmas. Every year this track opens the gates to the public for a Christmas light display to be driven around, but, unsurprisingly, not RACING around like we would all like to do! so that's why this is here. Honestly this update is kinda slapped together, as it's just for fun (its a new "layout" that changes some textures, gets all snowy and slippery and has some pretty lights) I likely wont develop this christmas layout any further, with what I've learned with track making in the last 2 track's I've made, I know enough that I know I can make this track better now when I revisit it, so my plan is to rebuild from scratch, and update to closer resemble some of the changes that have been made in real life (some walls have moved etc.)
A few things to note:
-The new layout is slippery, I'm sure it doesnt behave quite other snowy or icy mods, I literally turned down the grip and made it a little bumpy. Again, this was just for fun
-When testing one of my friends experienced some significant framerate loss when in the tunnels of lights, and when I played in vr I had a bit of a performance dip. I think most people wont have too much of an issue, depending on your graphics and effects settings. You've been warned
-and most important, and this is probably pretty obvious, but if you're local to this track, please DONT GO TO THE CHRISTMAS LIGHTS, AND DRIVE LIKE YOU WOULD IN THE SIM, thanks
-Oh and have a Merry Christmas, Happy Holidays, Happy New Year and all that fun stuff!
So recently the real world track has re-branded to Rad Torque Raceway, so this updates that in the UI. However, the folder is still named castrolracewayedmonton for now.
The only other update is.... a reverse layout!
The first weekend (maybe the first few?) that this track was run, it was run in the reverse direction. Some people said it was designed to be run this way, and they decided they liked it better clockwise after the fact, I've also heard that it was a misunderstanding and they were later told that 'hey, this was actually designed to be run clockwise, you're going the wrong way'... whatever the case, it can now be run both the real world Clockwise direction, or if you're feeling adventurous, Counter clockwise (no updated curbing or corner markers, this is just for fun)
-AI sidelines updated (Thanks Zombie Boy), they now behave much much better.
Still in the works
- In game map
-Buildings and structures
Here is a Video with the improved AI
* Note, for me, the AI side-lines still revert back to the old version after completing a session, but others don't seem to be having this problem. For me, I can just drag the .zip folder back into content manager to fix the AI lines, but this is less than ideal. If anyone knows a solution to this issue, please PM me.
A few minor improvements
- track limits corrected, before you could cut corners quite aggressively with no penalty
- grass surfaces near track fixed (this was part of the same issue with the track limits)
- Improved (but not perfected) AI paths
Still to come
- working track map
- building scenery
- better replay cameras
- Better AI yet