Track  - Thompson Speedway Motorsports Park

Track - Thompson Speedway Motorsports Park 1.1b

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Just extract & dump this file in
C:\Program Files (x86)\Steam\steamapps\common\assettocorsa\content\tracks

Update notes:
-Removed more barriers to use the oval
-Make bridge usable to roam around and get familiar with getting to the track

Wish list for anyone with time to spare for the community:
-have several track/start point configurations (road course, oval course, drift course, with separate AI for each.)
-T10 offroad is way off
-T11 is too bumpy
-Pit-in is bumpy
-Oval transition is bumpy
-Add cones for turn-in , apex, turn out, that are moveable
-Braking 4/3/2/1 landmarks
-Realistic camber on the oval section
-Some concrete walls (Oval section) are drive-thru
-Trees are inconsistent: winter/summer mix-up. Tried a texture swap, but did not look good....
-Curbs/Rumble strips can be more realistic, and make sound
-Update the AI
Finally, the long awaited update!
Just extract & dump this file in
C:\Program Files (x86)\Steam\steamapps\common\assettocorsa\content\tracks

Update notes:
-No more gravel in T 7
-Added a couple barriers in the oval section for realism
-Removed skid marks all over the track
-Removed unnecessary cones
-Removed a couple barriers if you want to drive around the paddock and get more of a "track day" feeling.
-Added the AI from Christian Trakall https://www.overtake.gg/members/christian-trakall.276081/

Wish list for anyone with time to spare for the community:
-remove barrier on oval
-have several track/start point configurations
-T10 offroad is way off
-T11 is too bumpy
-Pit-in is bumpy
-Add cones for turn-in , apex, turn out
-Braking 4/3/2/1 landmarks
-Realistic camber on the oval section
-Some concrete walls (Oval section) are drive-thru
-pit lane bridge collapses when driving over it. Close it or fix it.
-Trees are inconsistent: winter/summer mix-up. Tried a texture swap, but did not look good....
-Curbs/Rumble strips can be more realistic
-Update the AI
-Crew man location

Enjoy !!!

---------------
Just jolting down my notes for future reference and for anyone who wants to take another stab or give me pointers
-kn5conv to go from .KN5 to .FBX as a first step but not always necessary
-Content Manager showroom is more for car mods than track mods
-The texture override tricks can be useful on the margin, or adjusting the surfaces.ini
-KS Editor is just for fine tuning appearances from KN5 and converting FBX-> KN5
C:\Program Files (x86)\Steam\steamapps\common\assettocorsa\sdk\editor
-Blender: needed to import the .obj file, losing some information, and the fbx->kn5 conversion in ks editor did not go well.
-Autodesk 3ds max is giving me trouble when exporting to FBX/KN5
-3DSimED3 solved many problems: importing directly from KN5, and just needed to use "Plugin Export" to generate another KN5.
-More infor and ideas in this document:

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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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