What's New in This Update 5.0?
- Complete Track Surface Model Overhaul
Near laser scan quality and feel, I used references from the MotoGP video game where the track model uses laser scan technology and also onboard car videos from the original track to create elevations and chambers that are expected to be very close to the original. The whole track model is made from scratch not ripped from other video games, therefore the process of making updates is very long with a total of hundreds or maybe thousands of kilometers of testing to get the desired results.- Updated Track Limit. Now track kerbs detected as on track
- Major Performance Optimization. The result is now the track uses more than 10% less GPU usage so your PC may play the track smoother if you're using mid-spec GPU
- Wide kerbs model changes, I used real images of the track and onboard videos for reference, now the kerbs are not as sharp as in the previous version so it gives a different feeling when your car passes over it
- Added brake markers before Turns 2, 6, 7, 11, 13, and 15 following the recent car event in Mandalika as the placement reference
- Vegetation texture changes, the overly simplistic tree texture in the previous version has been changed to a more natural look texture, and the weird-looking vegetation on the hill at Turn 2-4 has also been updated
- GrassFX Update. The grass outside the track now has a different height than inside the track to give a more realistic look
- Track landscape models update, changes on the model of hills behind turn 2 and turn 10
Major Update 4.0 (Major Visual Update) - Texture Changes, More Pitboxes, and Landscape Detail Updates
- Added 3 more pit boxes (total 30 now)
- The trackside/verge color has been updated from green to red following changes made on the real track
- The kerbs and runoff motif texture color have been readjusted to match the recent track repainting in the real track
- Updates to building models on top of 360 hills (near T10)
- Added green geotextile fabric on the 360 hill
- Updated billboard model for Pertamina located near Turn 10.
- Updated cube map texture and model to blend better with other landscape objects.
- Darker gravel texture
!!! BEFORE UPDATING TO 3.2 PLEASE DELETE THE OLD MANDALIKA (3.1 OR OLDER) FOLDER !!!
Update 3.2
- Added track spectator/crowd
- Added 3 more pit boxes (total 27 now)
- New much detailed verge texture, added concrete verge at some corners following IRL track
- Fixed all misplaced kerb and incorrect kerb height
- Painted kerbs now not make the car vibrate
- All kerbs are now detected as off-track (so be careful to not past the white lines)
- Fixed minor small holes between the verge and kerb at T9, and at runoff near T14
- 33 meters longer main straight DRS zone
- Splitted Kn5 files
- Fixed black-colored T3-T4 Orange painted tire barriers
- Minor changes to the runoff red and white motif
- Changes to hills model at T16
Update 3.1
- New AI, after update 3.0 I noticed the old AI from 2.1 are not working optimally in this version. So I make a new one, now the AI much more tough to race
- Changes to the grandstands roof, in previous version I noticed the roof of the tribunes looks different to real life
- Tarmac and groove line texture update
- Giant/big screen cameras update, now big screen cameras changes to focused car instead of the closest car to stop it switching from one car to another so rapidly (thanks to @Mascot for the input)
Major Update 3.0
- Major elevation updates. Changes to the chamber and track elevation at turn 6, 7, 12, 13, 14, 15, 16, and 17 (details in showcase on my youTube)
- New wide kerbs model
- Changes to the texture of the kerb which is now more detailed (dirty on the racing line, clean outside the racing line)
- Improved the texture of trees and other vegetation (Treeline, Poly trees). Fixed treeline 'normal', treeline reflection no longer look weird, especially when the weather is set to overcast
- Updated the hills model which now doesn't look too flat
- Updated groove textures (dark track surface on racing lines) and skidmarks
- Improved elevation of the pit entry
Update 2.2
- Moved ad boards farther from barriers to prevent flickering caused by Z-fighting that happens especially with VR and users with low CSP 'adaptive clip plane' setting
- Fixed some flickering buildings
- New tarmac texture (diffuse and mask)
- New concrete barrier texture and reflection
- Orange markers (in barriers and tyre walls) model is now separated from the concrete/tyre texture to prevent flickering issue
- Darkened gravel color to make it more accurate with the real track gravel color
Update 2.1
- New much More Refined AI. Faster AI line, no more AI brake checking at Turn 10, reduced probability AI cars going off track
- Added new 100 meter brake marker before turn 2 and turn 13
- Minor texture readjustments: landscape (hills), and Track side adboard
Major Update 2.0
Update 2.0.1
- Major Track Elevation Changes. There are a lot of changes on the track elevation which is now a lot more accurate, turn 2 which is now a lot deeper, reduced elevation at turn 4-5, added chamber at turn 6 10 and 11, reduced elevation at turn 12, and adding altitude before entering turn 13
- Texture Update, major changes to the sand/gravel texture which is now look more realistic
- Other Updates: Many textures diffuse and brightness readjusted
Update 2.0.2
- Further readjustment of landscape texture (hills etc)
- Refined models (road, gravel)
- Fixed some wrong placed model
- Fixed road groove that drop shadow on the mesh edge (which makes track surface look weird in rain)
Track update accordingly to real life track changes, here's the list of changes:
Update 1.2
- New wider kerb at turn 5 - turn 7
- Added slight positive chamber in turn 6
- New asphalt runoff at turn 17
- Changes in landscape texture brightness (trees, hills, rocks) so the visual looks more natural
Update 1.1:
- Widened runoff in need for 2022 FIM and FIA Homologation (note: in 9 Sep 2022 this changes still under construction IRL)
- FPS Optimization (regrouping and splitted high poly meshes to reduce polys need to render)
- Minor texture glitches fix (thanks to @macko68 for noticing some of the glitches)
- Readjustment brightness in big screen extension (thanks to @twobegreen for noticing this issue when using PURE)