F1 Las Vegas 2023 Grand Prix Layout.

Tracks F1 Las Vegas 2023 Grand Prix Layout. 2024

Login or Register an account to download this content
Tyrone updated F1 Las Vegas 2023 Grand Prix Layout. with a new update entry:

Track Overhaul + New Chicane

Since the track layout was announced, and I built the track, the organisers of the 2023 Las Vegas Grand Prix have changed the layout.

View attachment 631898

To Quote - RACEFANS.NET
“The total number of corners on the track has increased from 14 to 17 due to the addition of a new chicane.

The left-right corner combination has been inserted in the middle of turn six, which was originally intended to be a continuous, 180-degree bend...

Read the rest of this update entry...
 
I have unzipped both stFlow and ksPPMM_emissive, and put both their sdk and system folds in the root of the game. But when I launch it through CM, it gives me this error msg.

00007FFAC8FF06BC (KERNELBASE): (filename not available): RaiseException
00007FFA4A05EED3 (MSVCR120): (filename not available): CxxThrowException
00007FFA4DAB0976 (MSVCP120): (filename not available): std::_Xinvalid_argument
AC\inireader.cpp (253): INIReader::getFloat
AC\surfacesmanager.cpp (63): SurfacesManager::loadSurfaceDefinitions
AC\surfacesmanager.cpp (29): SurfacesManager::SurfacesManager
AC\trackavatar.cpp (47): TrackAvatar::TrackAvatar
AC\sim.cpp (1066): Sim::loadTrack
AC\racemanager.cpp (351): RaceManager::initOffline
AC\racemanager.cpp (174): RaceManager::loadSessions
AC\sim.cpp (320): Sim::Sim
AC\splashscreen.cpp (319): SplashScreen::postRender
AC\game.cpp (181): Game::onIdle
AC\game.cpp (210): Game::run
AC\acs.cpp (477): wWinMain
f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup
00007FFACA8C26BD (KERNEL32): (filename not available): BaseThreadInitThunk
00007FFACB5EDFB8 (ntdll): (filename not available): RtlUserThreadStart
 

Attachments

  • 1674554345305.png
    1674554345305.png
    37.4 KB · Views: 60
So excited to try this out. I've update CM and CSP and followed the install instructions but when I copy both sets of sdk+system files into assetto corsa it says I have 10 other of the same files. I also get the following error message when I try to start the race. Will someone help please?

Error might have something to do with:

AC\inireader.cpp (253): INIReader::getFloat
AC\surfacesmanager.cpp (63): SurfacesManager::loadSurfaceDefinitions
AC\surfacesmanager.cpp (29): SurfacesManager::SurfacesManager
AC\trackavatar.cpp (47): TrackAvatar::TrackAvatar
AC\sim.cpp (1066): Sim::loadTrack
AC\racemanager.cpp (351): RaceManager::initOffline
AC\racemanager.cpp (174): RaceManager::loadSessions
AC\sim.cpp (320): Sim::Sim
AC\splashscreen.cpp (319): SplashScreen::postRender
AC\game.cpp (181): Game::onIdle
AC\game.cpp (210): Game::run
AC\acs.cpp (477): wWinMain
f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup
 
Last edited:
Would be great if the AI could be improved on this track. This is an amazing track otherwise but the slow AI makes it difficult to race in singleplayer
 
Hi Tyrone! thanks for the track!! excellent work. I am having trouble with some parts of the track / lighting... it seems that the car is FAR to bright, as well as some parts of the track look too bright. which of my settings could be wrong?? (i am new to sim racing and this might be obvious... but wanted to ask for help)
Thanks in advance!!
1681958582493.png
 
Love the mod, beautiful work: thank you for this mate!
In VR though, it is very heavy and even an RTX 3080 can't run it on low: do you happen to know a workaround for this?
 
Same here with VR. RTX3080 and impossible to run at any level. Lovely track and i am sure it is something simple but unplayable right now in VR.
 
Tyrone - Nukedrop Mods updated F1 Las Vegas 2023 Grand Prix Layout. with a new update entry:

v3.0 Lighting and Performance increase.

Changelog

Well, I did not keep track as I was going, so certainly things here are missed out but….
  • Working Start Lights Gantry
  • Working LED flag indicators around the circuit
  • Noise Cloud generated road surface for some better ‘road feel’
  • New Replay Cams
  • Complete re-do of the circuit lighting for far more efficient use of system resources.
  • New Grand Stand on S/F straight. It is not brilliant, but is a close approximation of it.
  • New animations for the 'sphere'
  • 3D...

Read the rest of this update entry...
 
Do you have a timeline on when this will be race-ready? Looking at the update notes for 3.0 there’s no comments about pit boxes, track limits, etc. When I went into the previous track to try to adjust track limits the entire track was a single surface texture.
 
Is there a way to make it "lighter" in terms of GPU usage?
I mean; on a high resolution screen it is no problem, playing in VR (1440 x 1440) it runs only 25 fps on a RTX 3080.
Other tracks are not such a big fps-draw as this one.
 
Is there a way to make it "lighter" in terms of GPU usage?
I mean; on a high resolution screen it is no problem, playing in VR (1440 x 1440) it runs only 25 fps on a RTX 3080.
Other tracks are not such a big fps-draw as this one.
At this point the lights are bare minimum, you can always try playing around with the variables in the config file.

line 441 has the main lights series code.

Code:
;LIGHTS
[LIGHT_SERIES_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=street lights
MATERIALS=lightlens, large_light_lens
OFFSET=0,2,0
DIRECTION=0,-1,0
SPOT=180
SPOT_SHARPNESS=0.5
RANGE=90
RANGE_GRADIENT_OFFSET=0.25
FADE_AT=800
FADE_SMOOTH=33
DIFFUSE_CONCENTRATION=0.17
CLUSTER_THRESHOLD=50
COLOR=19,18,20,0.8
COLOR_OFF=0
LONG_SPECULAR = 0
CONDITION=NIGHT_SMOOTH

Increasing the 'cluster threshold' value will spread them out even more and hopefully boost your performance. Reducing the Range value will also help. I have bolded them here so they stand out.

I only have the one system to test on, and native 4k I got it to a locked 120fps now. Up from 80 or so in the horrible version from before.

A few questions.

Are you running anything like Reshade?
Did you do a fresh install?
in VR what Pixel Per display value are you using?

For sure there's optimisation work that could be done on the 3D models themselves, a lot of the hotels for example are from Sketchup 3D warehouse and (aside from looking a bit pants) use PNG and JPEG textures, which arent the best for performance.
 
Is there a way to make it "lighter" in terms of GPU usage?
I mean; on a high resolution screen it is no problem, playing in VR (1440 x 1440) it runs only 25 fps on a RTX 3080.
Other tracks are not such a big fps-draw as this one.
I have the same 3080 as you. Do a fresh install as Ty says. It is running great now at 90fps in daylight. 85 at night with some stuttering but its light fantastic in there. Nothing would run any different with all that going on
 

What are you racing on?

  • Racing rig

    Votes: 528 35.2%
  • Motion rig

    Votes: 43 2.9%
  • Pull-out-rig

    Votes: 54 3.6%
  • Wheel stand

    Votes: 191 12.7%
  • My desktop

    Votes: 618 41.2%
  • Something else

    Votes: 66 4.4%
Back
Top