Sterkfonteindam Valley

Sterkfonteindam Valley v0.3

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WIP!
INSTALL:
Replace all files.

Progress Update: 18 January 2020 – Not yet ready but wanted to give an update.

It’s a huge terrain, maybe even to optimistic. I'm busy building a small farming like community. So far everything works fine. I will share in the near future.
My setup: I keep my own setup in mind when making and testing.
CPU: I7 950, 3.07
MB: Gigabyte X58A-UD3R
GPU: ASUS RX580 8GB
RAM: 24GB
VR: Oculus Rift S

It's old but solid. Though I do not meet minimum Oculus requirements, the system seems to be handling AC with about 24ai cars pretty decently before stuttering occurs.
The track expanded with new roads and a mountain pass. I'm trying to interconnect everything.
1579335653169.png
What started out of curiosity has become an obsessional hobby. Taking my time to learn and implement. Progress is slow, sometimes consistent. All seems to be working as I now utilize the correct texture methods and file extensions & a whole lot of other stuff. It’s growing, it’s working, I’m getting better with road meshing and object creation. All is good, but slow.

Some changes:
  • Proper directional boards. The place is big and even I get lost.
  • Added lots of km’s.
  • The road layout changed as I smoothed out most corners and made some straights different. Some corners had several nodes (bezier) where only 1/2 was needed. I also did this to smooth out the terrain.
  • Road's width was 16m. It is now 8-9m max. The immersion changed. The track scale also got affected by this and the elevation changes are more dramatic now. Was a thriller to get this done, but all seems to be working great.
  • kstrees with correct shader settings.
  • All texture.dds files now.
  • World objects are unwrapped, baked.
  • My list of homes, buildings, farms, fields, plants, trees, fences etc., its growing.
  • Busy with grass. It’s a struggle still. Targeting specific areas.
Still in learning, struggling, & implementing phase:
Please do stay tuned and see me progress the track as well as my personal skills.
Best regards

I am not sure if the km's are correct. I use this odometer. (dl from RD) Testing the Valley alone gets a bit too much sometimes, so I may have the numbers wrong.
sterkfonteindam_valley_information.png


Sterkfonteindam Valley Ai behaving:

Version v0.3
Note: There are some floating trees near KooperPass after some terrain editing... please ignore these as I'm re-designing/re-packaging files to make smaller xpacks. I already deleted all trees and used this .kn5 tree object file from a previous build just for visuals. I'm learning!


Added 5 Circuits to the Valley.

All circuits can be raced against Ai. You can also drive to all of these places in freedrive. For now freedrive shares KooperPass's pit area and start position for practice.

Only freedrive does not have any Ai/map. The Ai lines does not seem to want to overlap when recording the spline, I will have to figure something out for a map for freedrive...


IMPORTANT:
KooperPass Race with faster Ai:

At 8km in there is a jump, it does not go well for fast Ai. Apologies. Will be removed with next update. I will learn to not record Ai spline with F1 cars.

Note: I've added all files to their corresponding folders:
content/tracks/sterkfonteindam/...
extension/config/tracks/...

Extract the sterkfonteindam.rar to:
C:\Program Files (x86)\Steam\steamapps\common\assettocorsa


BLM Lights need to be installed.
BLM Lights Link

Track Installation:
Location:
C:\Program Files (x86)\Steam\steamapps\common\assettocorsa\content\tracks\sterkfonteindam

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Sample: // Lower Valley
ai Only.

Note:
Online multiplayer gameplay works at the moment.

Track Objects & Assets
-Minimum assets for now.
-Textures/Objects (Environment) will be changed on a ongoing basis until all is good.

When I feel confident with a non broken update I will upload. Till then, please enjoy.

Thank you.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxInstall Path: (or your custom location)
C:\Program Files (x86)\Steam\SteamApps\common\assettocorsa\content\tracks\sterkfonteindam

Please do not upload these files anywhere or do any conversion of the track. Please share a link to this page instead.
Thank you!
  • sterkfonteindam_online.png
    sterkfonteindam_online.png
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  • sterkfonteindam_lamposts_new_concepts.png
    sterkfonteindam_lamposts_new_concepts.png
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Latest updates

  1. Sterkfonteindam Valley

    Added new circuit racing tracks, changed older track grid layouts & more. This is still a WIP...
  2. Sterkfonteindam Valley

    WIP Small update. Just a better flow of the road overall. All files must be replaced.
  3. Sterkfonteindam Fictional Road

    New track build added. Old one no longer in use.

Latest reviews

It'll simply need a CSP grass fx config to be perfect!!!
I have the 0.3 version and it looks pretty good.
Now I'm looking for the 1.2: where can I find it?
Votr
Votr
Thank you. Sorry but only 0.3 is available for now. An updated version will come but I cannot give a date. Thanks anyways.
This track does not work mate - crash my AC installation everytime
Awesome track, really excited to see it evolve.
Suid-Afrikaaner hier! This is a brilliant course, amazing job that you've done here!
Gracias y magnifico trabajo ¡¡¡¡¡
Thanks for the new update to your track. I tried your first version with AI cars and none of them made it fully around the track. Seems the AI in version .2 work allot better, will try a full lap in a little bit. Great track to drive and I see you have some lamp posts up around the track for maybe doing future night lighting. Right now nothing lights up when I go dark. Keep up the great work, look forward to your new updates. take care.
This is pretty epic! The layout is already fantastic with an incredible sense of scale. It was a real 'wow' moment the first time I looked to my left and saw the distant lake far down in the valley below... and then found I'd be driving to it. Amazing. Loads of wide open roads and twisty sections too, with gargantuan changes in elevation. Looking forward to seeing this track develop and get refined. Thought of adding any tunnels and bridges? It'd be a shame not to on a track like this. One thing to note - it's a VERY rough ride on a motion platform, like driving over a washboard, constantly vibrating. There's no sense of this with the motion platform turned off, the road looks quite smooth, even FFB through the wheel was good. The SFX100 was going berserk though, constantly shaking. Any idea why? Keep up the good work. Cheers. Five out of five for potential.
Nice update! I notice a lot of solar street lights. Making them light up during night time (with the Sol mod) would be great for the next update.
Congratulations and thank you! The layout is great. Great work was actually done. Very fun to ride in this magnificent landscape. Keep up the good work.
WOW, great work man......
Eh only can add one ai? Hope more ai in future^^ And yeah hope the graphic can reach official quality,thanks~~~
Wow, this is gonna look incredible! I think we are in for one of the best open-road tracks for AC! Super speeds and a beautiful scenery, what a drive, love the immersion. Please keep at it! And thank you :)
Lots of potential! The Layout is great. There are those off cambers at the side of the road itself. i like the idea, but for now the poly amount for that feels way to low. Also it would be very nice to have some more pits for multiplayer cruising. Other than that its a great track and im excited to see its progress!
The layout is really good, got big potential,

need add roadside models, and AI, thanks!!...waiting.....
Love the idea, for an early release this is showing great promise, hope you stick with it and I do hope more people rate/make a comment.

Latest News

Author
Votr
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File size
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Views
28,910
First release
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User rating
4.60 star(s) 15 ratings

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