Circuit Thermalito 2023

Circuit Thermalito 2023 2024

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Hey,

I’ve worked with DDF Racer to bring a slight overhaul to Circuit Thermalito. Daniel has worked on the AI for the existing long layout, and the AI and Cams for the new short layout. The short layout follows the route over the bridge. The layout has been accessible for a while through the Patreon early access. But it’s been upgraded now with new kerbs, tec-pro barriers, signage and as previously mentioned the new AI and Replay cameras. The updates bring the track up to spec for hosting the 2024 Thermalito events. More information will be provided shortly.

The list of changes is as follows:

Included a whole new layout (short), new AI, replay cams etc.

Includes support for the latest PURE and CSP features.

Revised night lighting.

Fixed the night sky in the new CSP versions.

Added new tyre marbles around the track.

Removed old marbles.

Performance optimizations across the board.

Normals fixed on kerb objects.

New skidmark textures, and subdivided meshes - for smoother looking tyre marks.

New shaders for the tyre marks.

New AI hints file for the standard layout (Thanks DDF for supplying those)

Recalculated Normals on the tecpro blocks around the track.

Visual changes to some of the lighting around the dam area, where there used to be gradient lights.

Thanks,
Ty

Screenshot_ag_toyotagtone_ts020_thermalito_2023_4-10-124-12-9-34.jpg
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Screenshot_ks_ferrari_f2004_thermalito_2023_2-10-124-13-30-46.jpg
Screenshot_ks_ferrari_f2004_thermalito_2023_2-10-124-13-27-24.jpg
Screenshot_ks_porsche_911_gt3_r_2016_thermalito_2023_4-10-124-11-56-12.jpg
Screenshot_ks_ferrari_f2004_thermalito_2023_2-10-124-13-27-2.jpg
Potentially fixes a bug where older versions of the track could be used online.
Thermalito2023 v1.04 changelog

• Fixed hole in wall on t13

• Fixed Tecpro clipping through walls at t15

• Seperated the wall objects to allow for the shorter layout

• Seperated tecpro objects to allow for another layout.

• Fixed parked car shadows

• re-arranged files to allow for multi layout in the future.

• The rock retaining wall / mesh fence, has had it’s UVs re-mapped so no longer has squished and stretched parts of the texture.

• re-rendered VAO patch

• UI / map / preview updates.

• Added lights to the vehicles in the paddock

• changed parked car textures to be reflective, so you’ll catch the sun glinting off them etc in the right conditions

• A small number of parked cars now emit lights at night.

• Chopped up some of the larger meshes to be a bit smaller, helps performance.

• Updated 2D crowd texture for the grand stands, to give it some colour variety.

Thanks to 'Airwaves' for spotting some of the bugs.
Hey,

Quick update, fixes a hole in the track, and adds in stringent track limits on some more of the easily cuttable corners.

Added some UI Elements from @Fanapryde

Also added a wall to stop the use of the short layout bridge. As that's not ready to be used yet!

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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


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