Earlier this year I was donated a drone LiDAR scan of this track taken by https://www.chriscoyne.com/. The scan is significantly higher accuracy to the incomplete USGS data than I could ever get the client and I's photogrammetry scan, in addition to being higher spatial resolution. The track model had to be greatly modified to fit this scan, and most of the non-surface objects had to be replaced, so I updated a few of them along the way. I also added a layout and AI line for the kart track with 8 pit boxes. I also redid the way in which I generated the ground textures to use the system I developed for my G&J and NCMP models.
Added:
Reverb SFX
Smaller shrubbery and young trees
Digital flags in their real locations (graphics pending updates, especially the lenses)
Start-finish line (unrealistic, but nice-to-have for races) -- will not be present on the future "track day" layout
Leaf-off textures for trees in winter
Slight dead grass effect in fall conditions
Ambient SFX through CSP (pending more season-appropriate sound samples)
Rubber groove textures (pending better skidmarks textures)
Generator lights, functional through CSP
Start-finish building
Changed:
Separated track into more .kn5 files to ease exporting time and to support multiple layouts (not yet implemented)
Slightly tweaked tree shader values for an overall darker look based on feedback
Moved start spots 2m further away from each other lengthwise
Setting world detail to minimum now hides far trees, all shrubs, and the most distant land segment
Swapped out cones for custom models which are more accurate to the actual cones at the track, also added a few more at certain locations where I missed them previously
Flattened one of the pit areas that isn't paved, but that is flat in real life (had mounds of dirt in the game)
Removed:
1 extraneous cone at pit entry
Added:
Front and back straight brake markers
TV Replay cameras - credit to Leonardo Ratafiá on RaceDepartment
Cones at places cones should be in real life (single cone model used for every cone pending interest in cone model diversity)
Tecpro barriers for kart track and at some areas in the car pits
Catch fencing around car track (model pending possible update)
Winter seasonal texture support for CSP (pending leaf-off textures for relevant trees)
Changed:
Armco shading - added a small amount of metallic shininess
AI pit lane - re-recorded, properly, to fix merge slowness
Removed:
Pit speed limiter on pit roads asides from the main pitlane
Added:
Grass textures
Road textures
Curb textures
Asphalt/Grass edge decals
Properly placed paint lines, including the red-blue runoff decorations
39 more pitboxes and start spots for a total of 40
Trees (credit to Thrashy for texture technique and idea)
CSP water shader config for ponds
Armco barriers
Concrete pit wall
Colliders for walls
Changed:
Track name to "Club Motorsports 2023" to reflect scan date
Extra smoothing applied to specific areas to combat unrealistic bumps
Removed:
Placeholder curb, grass, and road textures
Extended physics flag pending crash fix with cars with Cosmic suspension on latest CSP preview