Pinwheel Circuit

Pinwheel Circuit 2.1.2

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Just the very minor annual update to the wall of champions. Max is now a 3-time world champion, joining the likes of Brabham, Stewart, Lauda, Piquet and Senna (not bad company).

Also took the chance to make some very small tweaks to ambient lighting for a couple of materials.

No real need to download if you have 2.1... unless you are a Max fan :)

John.

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Hello all,

Sorry to have to release a revised version so soon after 2.0, however there was a slight issue for using the Pinwheel Short layout in league races (or any other race for that matter) in that one could use the main GP layout straight to gain a speed advantage upon beginning a quali lap (think of it like a long run up). Clearly this needed resolution once it came to light, so I also took the opportunity to update a few other bits and pieces alongside this necessary update:
  • Adjusted AI edge conditions for Short layout (cars would often brush walls), and added additional AI hints through tunnel. AI are now highly competitive.
  • RainFX: tunnel section of track now stays dry.
  • Reprofiled short layout entry kerb.
  • Short detour direction signs, cones and distance markers are now collision objects (PObjects).
  • Additional main light added just before tunnel for night races.
  • Additional tunnel entry lights and uplights.
  • Enhanced detail at tunnel entry and skylights incorportated.
  • Improved texture mapping throughout.
  • Additional trackside objects: adverts, planters, fire extinguishers, etc.
  • Reverb audio sources in the tunnel.
  • GP Layout camera sets now finalised.
  • Added concrete barrier chicane on Zumthor straight to address the aforementioned issue.
I wouldn't call this an absolutely essential update (stick to 2.0 if you can't be bothered to change, I wouldn't blame you), but there are quite a few improvements here for the short layout immersion if you fancy checking them out - however certainly the quali issue was something my mind couldn't let slide, so I had to fix it.

Thanks all for the support and kind words about the track. Just to say, I really do not envisage any further updates now, only tweaking the wall of champions when Max wins his third title!

Tunnel exit:
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Tunnel exit (showing new barrier):
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Tunnel entry (evening):
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Tunnel entry (dusk):
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Best,
John.
Hello everyone,

Having returned to a bit of modding this past month, a new major version of Pinwheel is now available. The main bulk of time has been spent on making a shorter layout of the track for smaller cars. Changes are as follows:
  • New 'Short' layout...Meshes, textures, AI, cameras, hints, etc.
  • Original track now titled: 'GP layout'.
  • New AI hints on GP layout (AI is now too quick for me).
  • Minor texture updates and improvements.
  • Additional trackside objects.
  • Slight improvements to the main physical track mesh.
  • Increase from 26 to 32 pit boxes (as requested).
  • Main DRS zone shortened (was a bit too long).
  • New cows.
Thanks to @martincoulombe for the concrete block textures from a visit to Trois-Rivières. As always a big shout out to the kind people at assettocorsamods.net especially Luchian.

Enjoy :)
John.

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The annual small update after the F1 champion is crowned.
  • Max is now a two time champion on the 'Wall of Champions'.
  • Turn 1 is now named after the Italian architect Carlo Scarpa.
TrackMap02.jpg


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See you next year! Let's hope it will be a longer championship battle in 2023.

John.
Hello everyone.

After a year of effort and some fantastic support from the community, Pinwheel circuit 1.0 is now available. This is the final version of the circuit, tested on CSP 0.1.78.

Changes since v0.5.0 are as follows:
  • Pit and grandstand sounds.
  • Digital yellow, blue, and chequered flags.
  • Pit entry and exit lights.
  • Kerb detail and retexturing throughout.
  • Monorail.
  • Arch footbridge - complete update.
  • Pit entry boards.
  • Smoke out of woodburners.
  • New Camera at Neutra.
  • New Startline Cameras.
  • Yellow ground markers at pitlane.
  • Seats at Bo Bardi grandstand.
  • Speakers in pitlane and around infield.
  • Crane updated texture.
  • Leaves on track.
  • Distant buildings.
  • Track resurfacing and physical mesh tweaks.
  • Revised adverts.
  • Flags revised again (final time).
  • Tall advert flags in paddock.
  • Adjusted gridslots to accomodate longer cars.
  • Transition gravel at corners such as Neutra.
  • Carillo inside tarmac runoff redesigned.
  • More trackside buildings - stairs, geodesic dome, Mobile phone mast, Paddock tents. etc.
  • Corrected a few face normals here and there.
  • Shader replacements.
  • Lights in paddock.
  • Groove texture now permanent (reflecting track age).
  • Improved texture transition textures.
  • Cows.
Track Overview:

As I say, this is the last update (unless there are any real howlers, I hope not!). I think I'm done with Pinwheel and now ready to move onto the next project. Suggestions welcome :)

Take care and thank you all again for the support,

John.
Hello everyone. A new version of Pinwheel circuit is available, some changes as follows:
  • Revised camera set, more spline cams.
  • Fences revised throughout.
  • Fixed a small gap bug between physical meshes on start/finish straight.
  • Flag improvements, dynamic flags.
  • More grasscrete.
  • Track surface update and working groove.
  • A few more subtle track bumps & undulations.
  • Additional adverts, for example at pit entry.
  • Medical Centre and other buildings.
  • TV camera tripods.
  • More long grass in places.
  • Pinwheel City Lights.
  • Coaster lights.
  • Hyperboloid tower lights (Thanks to @rmi_wood ).
Hope you enjoy it, please let me know if you run into anything untoward and I'll try to fix asap.

Take care and thank you for the support,

John.

Texture & grass updates:
PitEntry.jpg

More galv:
galv.jpg

Better flags:
Flags.jpg

New buildings:
medical centre.jpg

More lights:
Pinwheel City Lights.jpg

New signage:
PitEntry2.jpg
Just a minor update including a bug fix noted by @Jonah Hax whereby the physical kerb mesh slightly overlapped at the cross-over and caused a rare but startling phantom collision between two cars during a race. Also turned down the specular level on the sand boundary (left too high following a previous texture experiment), and adjusted LOD of the Hyperboloid tower which was springing into view.

Not a major upgrade so stick with 0.4.0 if you're happy!

Kerb.jpg

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Hello All,
Quite a big overall with quite a bit of visual detail added whilst trying my best to maintain performance. Some of the changelog:
  • Working displays.
  • New speedbumps and kerb detail.
  • Pylons and cables remeshed and detailed.
  • Distant Landscape Wrap
  • Two-faced working clocks.
  • Mesh optimisation including crew area.
  • Posts and chainlink completely remeshed and retextured.
  • Edging and texturing out of the pits improved.
  • Pit roof redone and new buildings added.
  • Pitwall normal mapping.
  • Pinwheel City updated and retextured.
  • Texture optimisation for performance gain.
  • Tecpro shadow casting.
  • RainFX updates (tested on latest Patreon CSP).
  • New spindly grandstand at turn 1.
  • Track texture details.
  • Updated Oval 'conference' building.
  • New pit lights and signage.
  • Second pair of start lights further down grid.
  • Penalties refined.
  • New Signage and adverts (not too many!).
  • Grass texture at hairpin.
  • Pit entry and exit kerbs.
  • Additional bridge Lights.
  • More people and life.
  • Many other things I can't remember!
Thank you, hope you enjoy it.
John.

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Hello,

Just a very minor update, but I have just realised that the long grass on the infield needed a tweak to work with CSP 0.1.77 properly.

As I say, it's a minor update... if you have already installed 0.3.0, I wouldn't worry too much unless you're quite particular about these things like me ;)

Thanks all,

John.

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Brief update summary:
  • AI Hints, updated AI all round (new splines). They are now quick and very competitive.
  • DRS Zones and new boards.
  • Penalty zones now implemented.
  • People and crowds.
  • Light updates.
  • Team Crews in pit.
  • Kerb details updated including physical elements.
  • Grass_Fx updates and wild grasses throughout the infield.
  • More spline cams.
  • Much improved trees (no Kunos trees now).
  • New detailed Armco meshes, textures and barriers.
  • Trackside objects improved massively: Adverts, railings, cones, etc, Marshall posts updated. Camera Towers, Grid numbers on track and improved markings throughout, Number boards on grid, New 'spindly' Pylon, Working clock, Rollercoaster.
Still work to do of course, but a lot has changed since 0.2.0 so let me know what you think - I always appreciate feedback as it shapes future development. Please also see the main resource page for more information.

Thanks everyone!

John.

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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


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