Race City Motorsports Park (Calgary, Canada)

Race City Motorsports Park (Calgary, Canada) 1.5

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This is long overdue. The track was never optimized very well, and some of the textures were a little lacklustre, and somehow I never posted any of the previous versions with the CKRC go-kart track! This update rectifies all of that. There are still some things I'd ultimately like to get around to one day, but that may never happen. Possibly the last big update for this track, but because I love it so much, I may revisit it again later on. But before that, keep an eye out for my next track, coming... probably very soon!

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-Added signs/billboards around the Oval, and a couple other spots
-Added Rudimentary GrassFX and RainFX (thanks whoever that was who helped me with that) and removed old grass objects (It lagged in VR for me before, substantially better looking and performing with GrassFX)
-Glass on buildings has reflections now (ooooooo!)
- Added track maps
-Added a 2nd version of the oval for online use, the proximity of the pitlane to the back straight caused wrong way penalties, and eventual kinks from server in online use. The online version has the AI lines disabled, and because of this the replay cameras wont work properly. (you can put the AI files back into the folder to get them for a replay after a race is over, but you'd have to remove them again to be able to race online)
-The proper replay cameras are now the default cameras.
So in my track surface update, It also broke the oval, and I didn't realize until now.. Maybe not a highlight for many So this update only rectifies that... HOWEVER you can now have 40 cars on the oval! Is that overkill? maybe, the AI are kinda chaotic with that many, but it is a lot of fun!
Just another small update, addressing some thigs a group I race with found, and some reviews mentioned as well.

-Revised track side lines
-Re-done Ai line (they're still maybe sporadic at times, but they actually complete laps again)
-Toned down roughness in track surface (Took a while to replicate, but one commenter said that the track was too rough, where I was finding the last update to surface detail hardly noticeable until I tried a formula Mygale 1600 then I did in fact find it far too rough. Maybe it's too subtle now, maybe I'll try somewhere in the middle later, but for now it feels alright)
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Reactions: HansDG and Papifix
Small update, more to come:
Improved Ai line
More detailed road surface (overall more rough, less so on the areas with fresher looking asphalt)

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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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