Hey big updates today, lots of work has been done now that the venue has been used in real life. I have much more reference material to go from to make the track closer to the Las Vegas Grand Prix Circuit.
Turns out, that the T1,2,3 complex IRL was way less 'pointy' than I had imagined it being based on the initial media that was released. So that needed some work.
The green line is how it should have been. The red line is
Using the F1 TV coverage as Reference T 14,15,16 complex has been mildy corrected.
T7,8 and 9 chicane was waaay of as well, I had it as more of a Monza T1, rather than the elongated chicane it actually is.
The entry for t5 has been narrowed
White lines for t9 have been shuffled to be closer to the real track.
So realistically this has changes for T1,2,3,5,6,7,8,9,12,14,15,16
Also added a few more visual elements, extra buildings, the monorail that crosses the track twice.
Changed the positions of all of the kerbs to match the IRL circuit.
Included the kerbs decorated with the playing card suits where appropriate.
Shifted barrier positions to follow the real circuit
Pit Entry and Exit also changed entirely
Added track limits to the areas that you can run wide or cut
Added DRS zones.
Upped pit boxes to 30
Changed main grandstand building to be closer to the real one, this still isn't perfect yet.
Added some drains on the main strip that act as rumble strips for that 100% true to Sainz experience.
Added new sponsors to the relevant areras. This isn't a 100% match for the real track yet, there are sill some places that are left blank.
Changelog
Well, I did not keep track as I was going, so certainly things here are missed out but….
- Working Start Lights Gantry
- Working LED flag indicators around the circuit
- Noise Cloud generated road surface for some better ‘road feel’
- New Replay Cams
- Complete re-do of the circuit lighting for far more efficient use of system resources.
- New Grand Stand on S/F straight. It is not brilliant, but is a close approximation of it.
- New animations for the 'sphere'
- 3D trees in some places
- dynamic video screens all over the place
Since the track layout was announced, and I built the track, the organisers of the 2023 Las Vegas Grand Prix have changed the layout.
To Quote - RACEFANS.NET
“The total number of corners on the track has increased from 14 to 17 due to the addition of a new chicane.
The left-right corner combination has been inserted in the middle of turn six, which was originally intended to be a continuous, 180-degree bend. The cars will then briefly head straight on before reaching another new corner, turn nine, a tight left-hander. The rest of the track is unchanged.
From there the cars will rejoin the original route. The change is likely to reduce approach speeds to the re-numbered turns 10, 11 and 12 (previously turns seven to nine). The latter is the final corner before cars reach the famous Las Vegas strip.”
In addition to this, there’s been a major graphics overhaul, as well as countless optimisations, new kerbs, walls, adverts, buildings, lights, AI, everything basically.
Too many changes to list, but I think it’s a lot better now, hopefully you will as well
Thanks again,
Ty
Hey All,
The update list is too big to list.
The layout has been significantly adjusted, so any replay cams, AI lines etc that others may have made for the old version are unlikely to work with the new one.
I am aware that towards the chicane at the end of the strip there is significant FPS drops. I will look to re-work this in a future update.
The environment is now 'full' enough that it looks okay to race in the daytime as well, so if the FPS problems are super bad for you, delete the lights in the config.ini and race at daytime.