Goodwood Circuit

Goodwood Circuit 0.99

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I was shocked to learn that this great presenter has passed away a few weeks ago, I absolutely liked the guy, to me he was very important part of Goodwood. I'd like to pay respect to Henry Hope Frost, rest in peace.

https://www.goodwood.com/grrc/colum...Henry-Hope-Frost-how-friends-and-fans-helped/

If you can and would like to, you can support his family:

https://www.justgiving.com/crowdfunding/friendsofhenryhope-frost


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Hello, have done plenty of various stuff. Could be final, except AI. But if I will have time, then I will finish it for Goodwood Revival which will be September.

Thanks for some testing to:

- Andy Riches;
- Jacques Alluchon;
- Guillaume Francois;
- Cerebralvortex;

- FatAlfie;

To do:

*Graphical tweaks*
1. Some more detail to terrain texture;
2. Improve building detail and textures;
3. Transition meshes adjustments, mostly UV;
4. Groove;
5. Drainages in the track;
6. Trash bins;
7. Tow trucks;
8. Slightly more people and classic dressing, and people with ubrellas for wet version;
9. Possible optimisation if needed;
10. More objects in the paddock and pits area;
11. Some more bushes as grass (same material);
12. Signs and advertisments;
13. KSLAYER5 tire bariers 3D tops.

*Wet*
1. Adjust puddles with white lines.
*****************************

*AI*
1. Safer entry to chicane (inside edge by the wall);
2. A bit safer exit to kerb from chicane;
3. A bit safer T1 outside edge;
4. Fix zigzag for AI after exit of T1;
5. Do better AI pitlane.
VpLiM9e.jpg


Whats new:

- Improved AI. Good at pits, good at chicane, could do faster start and take T1 cleaner in some cases, but I'm rather happy about it;
- Improved version of wet track, with better damp visual, physical and visual puddles with almost no grip, SEPARATED PHYSICAL MESH to represent rubbered and polished tarmac on normal racing line, which becomes very slippery when wet - it is rewarding to look for better grip outside normal racing line. I recommend to use Optimum - Fast grip setting and 20-26C, it will be slightly faster than actual wet track IRL, but it will be slippery enough. Patience for first few laps !
- Different AI fast lane for wet layout;
- 32 slots, YOLO;
- Slightly smoothed few spots in physical mesh;
- Improved some details around the track - mesh, placement, textures, shaders;
- Added some more objects, of which some are borrowed from Kunos in this version, such as marshals, helis, scenery cars;
- Added spectators;
- Adjusted lighting, better sun position in the morning and evening;
- Fixed some flickering in replay cams;
- Removed transparency from white lines, so some people who didn't now should see them.

Whats not there yet:

- Spectators didn't came with proper clothes this time, maybe it is Members Meeting event, but not in March this time :D
- Further models detailing and finishing, especially buildings;
- Detailing for track backgrounds;
- Potential improvements to some others existing elements;
- Try to fight for better puddles, they aren't shaded right in some cases;
- Potential Optimisation if necessary;
- Vertical grass, probably will aim for weeds further from the lawn only, because IMO in AC vertical grass is not useful for low cut grass.

6boPgBu.jpg


Alternative download site:
http://assettocorsamods.net/resources/goodwood-circuit.118/

How to drive in wet layout of Goodwood Circuit in Assetto Corsa

Basics

The very basic thing is to go slow, especially till you get a little bit more temps and pressure in your tires. Additionally till you get in the rhythm. Getting in the rhythm is very important after long time of driving only in the best possible conditions so you would be as high as possible in the fastest laptimes tables. Forget the tables - now you are surviving. You still can use "ideal conditions" and then you'll have something what is just above damp.

1. Madgwick.
2. Fordwater.
3. NO NAME.
4. St. Marys
5. Lavant
6. Woodcote
7. Chicane

1. Brake off line, and aim to go wide. Avoid puddle on the exit and be extra careful when crossing the racing line.
2. Turn in just slightly later than usually, keep the speed low to avoid puddle in the exit.
3. Brake earlier. With some cars it is much better to go wide all the way. Some cars can just slide through the slippery part of usual racing line.
4. Thousand ways to take this curve. You can slowly stay inside. You can shooth through racing line and get grip on the outside, or you can keep outside all the way. Slippery at braking zone.
5. Slightly oily area. Keep of the racing line on entry by going wide. You will also have to go very slowly, because it is very easy to end up in gravel trap. From mid corner to exit stay very very slow, because tarmac is super polished there and rather rubbered. You can try stay in the inside to put the power down earlier or figh the car in more usual line. But don't go totally by the normal racing line.
6. Brake on inside, and stay on inside, midcorner outside is oily, rubbered and polished. be careful on exit as you'll be crossing the racing line, and there is a puddle on the exit apex.
7. better enter slowly, so you could exit quicker and avoid very slippery are with puddles close to the kerb.


How not to do it:

Don't start as if it was your usual flat out from the first moment routine, and don't exit when you'll just spin out in the first turn, because you'll be surprised how much slower the ting goes.

8xwF6dA.jpg


On the final note - have a nice holidays, Merry Christmas, I wish you less puddles and more snow and ice ;)

I have managed to miss PIT surface in surfaces.ini for main layout, because of this online Sim doesn't detect pits, and you can not drive through other cars.

Sorry everybody, if you'll want to participate in online racing you'll have to download this. Sorry again.

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