Kalinago Circuit: Creative Track Design Still Exists

Kalinago Aerial.jpg
Kalinago from the skies. Images: doublezero
One of the most popular modders for fictional racing circuit design, doublezero, is back with another masterpiece—the fictional, Kalinago Circuit.

This grade-one circuit is a benchmark for modded fictional circuits, from formula cars to hypercars this track can cater for everyone.

From fast Le Mans-inspired sectors, to tight and technical stadium complexes. The new fictional circuit, Kalinago, has something for everyone to enjoy and race on, whether it be online or against other people.

Elevation.jpg

Kalinago's crazy elevation changes

Kalinago is a long lap for most cars, but put yourself being the wheel of an LMDH or a V8 Formula One car, and the lap will fly by before you even know what hit you. There is so much variety around the entire lap, that learning the track is quite the task.

As you would with most circuits, make sure that you have a track map UI app on and take your time before you start to push. The downside to having a circuit that is based on pure creativity instead of a real-life circuit is that there are no pre-determined reference points from videos or real races. Make sure to turn on the brake marker boards from the track skin drop-down menu to assist you with this.

Track Features:
  • 4 Layouts - Grand Prix, National A and B, Club
  • 36 pits (60 pits for WEC layout)
  • Separate higher-poly mesh for track surface
  • Dynamic racing groove
  • Working start lights (and pit exit lights with CSP)
  • Working AI + hints and custom sidelines
  • Custom In-game track maps
  • Two DRS zones (F1 layouts only)
  • TV cameras (Multiple sets)
  • Not as many trackside objects and spectators on national and club layouts.
  • KSLAYERS - fewer trackside objects at lower "World details" setting (crowd, marshals, vehicles, pitlane props etc.)

CM/CSP Features: (v0.1.79+ recommended)
  • Optional skin for brake markers (Inverted colors)
  • Grass FX - 3D grass
  • Rain FX - Wet track
  • Flags FX - Wind speed and direction affect flags
  • Lighting FX - Pit exit lights and Night lights
  • Extra FX - Volumetric lights and long speculars (for floodlights)
  • Functional large video screens and Digital Flags
  • Animations - Working Rolex clock, scrolling ad-boards, moving vehicles, flying helicopter etc.
  • VAO patch - Vertex Ambient Occlusion
    Credit: doublezero

The track can be played at night under the floodlights, giving off a heavy Bahrain vibe, or under the blistering sun with the lights, blinding you as you reach the pinnacle of the many crests on this undulating 5.78km circuit.

The track is not without its issues, the tyre barriers do absorb your car a lot, to the point you can potentially get stuck in them, especially if it is a high-speed accident. The track surface is great, but very forgiving. Whilst in line with other FIA Grade 1 circuits, it would be nice to have stricter track limits enforced, especially on the fast-sweeping sections.

Kalinago Hairpin.jpg

Kalinago's first stadium section

The circuit comes alive at night and regardless of what car or vehicle you choose to drive, it has a layout to suit you. The WEC layout is especially interesting with the startline on the back straight. This layout is compatible with the rolling start mod - make sure you don't overtake before the start line.

Track Layouts​

- Kalinago Grand Prix
- Kalinago Club
- Kalinago National A
- Kalinago National B
- Kalinago F1 2013
- Kalinago F1 2024
- Kalinago WEC

Kalinago Night.jpg

Kalinago under the floodlights

Kalinago, whilst being fictional, is a great example of what a track of this size can be. Not everything has to be a tight street circuit. Formula One would be right at home here, but sadly those dreams will have to be limited to the simulator.

What do you think of the Kalinago circuit? Which racing class would be most at home here? Let us know in the comments down below!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

Brilliant track and especially like the 2 shorter versions, National A and B, for slower cars but the whole track has a great flow to it.
 
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I think it's probably the best Grade 1 proposal overally that this modder has done, but on that note about "creativity", I would say there certainly are some fairly standard elements of "modern" track design included in this particular effort.

I wouldn't mind seeing some of those aspects lightened up on a bit.
 
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OverTake
Premium
I think it's probably the best Grade 1 proposal overally that this modder has done, but on that note about "creativity", I would say there certainly are some fairly standard elements of "modern" track design included in this particular effort.

I wouldn't mind seeing some of those aspects lightened up on a bit.
Interesting, which aspects would you like to see changed or altered? :)
 
Interesting, which aspects would you like to see changed or altered? :)
I don't want to totally just copy/paste the comment I made on the video for this track on the modder's YT channel, but I'll see what I can do here.

Like I noted, generically, I'm looking at elements present in the layout that are pretty common now in "modern" racetrack design.

Maybe the clearest example is the T1/2 combo. It's not as extreme as T14/15 at Shanghai, or T11/12 at the proposed Hanoi Street Circuit, but I think you can kind of get the idea.

Another thing is, whether intentional or not, they tried to integrate quite a few more overtly geometric elements into the circuit, certainly when you look at the map in plan form. But it tends to be tricky to get those to mesh well with more flowing sections, and I think there are places where the mix didn't come out quite right.

T16 compared to T17 and 18 would be one, along with the fact there is a T13, when it seems like the road could have just gently curved between T12 and T14.

An item I mentioned in my YT comment was that there are also some corners, like the 4-5 pseudo-hairpins, that are positioned and oriented sort of like they're mirroring/displaced from each other, and trying to balance one another out, I guess you could say. The "formula" of it just strikes me as a little too obvious in the overall shape.

So anyway, if I were looking at more specific alterations, the most pressing ones would be to ease Turns 1, 12, 13 (so it basically doesn't exist), and 16.

Maybe just have T1 smoothly arc into T2, and perhaps T2 ends up being about right at 90 degrees, instead of notably more than that.

Ideally, I think I'd like to really ease the T11/12 esse, while still keeping it as a real challenge, and then have the road curve that bit more on the run into T14.

Round off T16 somewhat, so it doesn't stick out so much compared to T17 and 18 that follow.

Again, ideally, maybe have gentle curves to the road heading into and out of the T15 hairpin.

I don't think it's impossible to get the flowing and geometric elements to work together harmoniously, but it's definitely a difficult balance to try to achieve.

But like I said in my 1st comment, I don't think the design is 'bad" overall. And actually, I noted in my comment over on YT that this track doesn't suffer from one of the main pitfalls I feel impacts a number of doublezero's other designs, which I've commented on over there as well.

I'll finish up by saying I think the T4-T10 section is quite good, and I like how the elevation change is used.
 

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