Resource icon

(Fictional Racetrack) Weatherfield International Raceway 1.1

Login or Register an account to download this content
Last one wasn't the final update, I suppose.

map.png


But things like this can happen when a big community decides to take the track and give it an overhaul for use in a series. So did the virtualracing.org and gave me permission to release the whole thing here on RD!

It contains a altered track-surface texture, several camsets, a few performance-tweaks aaaaaaaand... physical mesh!

If you decide to update the track, make sure to delete the old version due to some changes in the .kn5-fileorder!

I hope you like the improvements as much as I do, so have fun and don't let the Lonesome Oak kill you! :-D
Now with cameras.

Shoutout to
who used his freetime to build a set of these.

We'll see us on track!
Some Trackside Objects added and reworked for better overall look.

Fixed:
- Some walls weren't actual walls. Now fixed.
- Sections are now working properly.

To do:
- Need to rework the AI. To much problems in the first corner after the long backstraight. Wrong line in the chicane. Think, I'll do it next week.
- Racing Line at all.
- Trackcamneras. I started to experiment with that a little and it should be done in a few weeks time, but I will see.


I don't know, if the tracksurface isn't a little bit too flat. Let me know, what you think about it. Should I do something about it?

Well then, have fun with the update. :)

P.S.:
There is still a problem with some Mod-Cars not leaving the pits or the startinggrid.

Seems to be car-, not track-related.
Hello again! :0)

I was a little bit busy with the trackside objects.

Changelog:
- Worked on trackside objects (Overhaul of all trees, marshallhuts with marshalls, tracksafetycars, infield-entry-bridge etc.)
- Increased the overall grip slightly, due to the lack of racing line :devilish:

Next steps:
- Adding racing lines (I know, what to do about that, but I simply do not have the right tools ready for that right now)
- Optimization (Right now, almost every small detail generates it's own shadow. But I need some time to work out, which is needed and which not. And more time to actually remove these unneccesary shadows... :unsure:)
- Separate the paintlines from the track to decrease the grip on these lines (That's a actual easy job to do, but very much to do, since there are a LOT of these lines.:roflmao:)

Still in the pipeline:
- Trackcameras (I have NO idea how to do that.) :(

Have fun with the update! :p
Heyho,

I worked on the tarmac to make it more visible.

Patchnotes:
- lighter tarmac
- reduced grip on kerbs
- changed some trees to treelines, to reduce number of objects
- added more trees directly behind the trackwalls, to create a more woodland-like immersion :inlove:

Changes should improve performance up to 10%.

Have fun, everyone! :)
  • Like
Reactions: HansDG and Papifix
Hey there!

I decided to add some surroundings through S2 & S3. Completely covered with trees now.^^

Performancewise, this version has some issues. That's due to the high concentration of objects, but I'm planning to work on this issue this weekend.

I give you this small update right now to show of, what the location is going to look like in the final version. It doesn't look this nice as well, since it's a fast done job. I will add treelines and have much more variations in the chosen models. Also, I will remove/replace most of the current trees during this process. It's just a "demo" right now, if you will.

Please tell me, if you like it or not! If you are using the track with AI, you should probably avoid this version due to it's performancelags...

Beside that, I reworked the walls on the track, so the actuall objects on the track have now proper collidings without "cheating" with the invisible ones by RTB. That's the reason why there's a notable downsize in filesize.
Fixed the wrong AI-ideal line.
Reworked the curbing everywhere for more realistic feeling.
Added some objects, poles etc.
  • Like
Reactions: HansDG
Added:
- New UI
- Map
- First AI-version (some tweaks needed due to changes in some corner-bankings)
- Reviewed some corners and worked on bankings to create a more realistic feeling
- Worked on trackside-objects to make it more appealing through sector 1
- Removed pitbuildings and added a simple wall to resemble a more american-looking pitlayout
- Reviewed the curbing in the chicane, to "disarm" the "singapore sling"-style, since I had a few problems with the AI jumping in that corner. Oh, that also makes the corner faster and improves the flow, so have fun! :)

Thanks to LiquidSkyMan for his work with the AI!

Beside that , I have a lot of work to do. Stay tuned!
  • Like
Reactions: HansDG and Papifix
Working pitlane added. The whole thing should now be enjoyable enough for racing.
(Thanks to jven for helping me find the solution!)

I'm still working out how to create the map and the AI.
  • Like
Reactions: HansDG
- Added paintlines through sector 3. Paintlines now completed.
- Added trees in (double-apex) turn 1.

Still missing:
- Pitlanelimiter. (I have still no idea how to do that.)
- Objects throughout the whole track.

Next step:
- Track-side-objects through whole sector 1.
  • Like
Reactions: HansDG
Updated:
- Tracksurface is now actual tarmac material (was concrete before, which may caused some unusual behaviour of certain cars)
- Textures of the track are now much darker to give a better look
- Paintlined 1st sector (Chosed red for ... reasons. :laugh:)

Right now, I'm trying to figure out how to make the Pitlane work. Some told me, I simply have to rename the specific trackparts of the track, but it didn't work at all. (Help! :()
  • Like
Reactions: HansDG
I added paintlines to the pitlane. For better visibility I used mostly red and yellow paintings.
Replaced some of the grandstands.
Removed some of the tracksideobjects.
Opened the pits for up to 52 cars.

There's still a whole sh*tload to do.
  • Like
Reactions: HansDG
I removed them while working in that section and forget to readd them. Now done.
  • Like
Reactions: HansDG
I accidently chose the wrong texture for the tracksurface in this upload-version and, ... OOOPS ... :whistling: Obviously, that caused the tracksurface to be almost completely invisible. My bad, should be fixed now.

I also added the track-inside walls and changed their positioning a little bit, to create a more claustrophobic atmosphere in some places in sector 2 and the last corners.

I also removed the tirewall in the inside exit of the chicane due to "safetyreasons". :D
  • Like
Reactions: HansDG

Latest News

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


Results are only viewable after voting.
Back
Top