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Tracks YUMESHIMA JAPAN F1 0.5

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angus1982 submitted a new resource:

YUMESHIMA JAPAN F1 - JAPANESE F1 CONCEPT CIRCUIT

Started working on another CONCEPT track based in the Japanese city of Osaka. 30 PITS FULLY WORKING AI LINES. (wip 0.1)View attachment 796293

Yumeshima is located southwest of the island of Maishima, in the westernmost end of Osaka City. It is one of the three artificial island areas targeted by the “Technoport Osaka” plan formulated in 1988 with the aim of developing a new...

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angus1982 updated YUMESHIMA JAPAN F1 with a new update entry:

YUMESHIMA JAPAN F1

Continuing to work on this track YUMESHIMA JAPAN F1.
Added alot more track assets and collisions to some barriers,
30 PITS full racing AI Lines,
only issue im having is race timings arent being saved when exiting to content manager (they appear in game just all zeros when exited to CONTENT MANAGER, but qualifying times are saved so not sure why race times arent,will work it out)
Added 4 DRS ZONES marked with white DRS boards.
RAIN FX now in place, GRASS FX working will likely to be worked...

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About your comment in the update about racing times, make sure you let all the AI finish the race before you exit to Content Manager. This happens to me all the time on most tracks if I don't, Kunos tracks as well.
 
About your comment in the update about racing times, make sure you let all the AI finish the race before you exit to Content Manager. This happens to me all the time on most tracks if I don't, Kunos tracks as well.
It still happens even when you let all cars finish the race, the race results appear on screen, I've had it happen on other tracks before aswell just don't know exactly how to fix it, it may be a content manager bug,
 
angus1982 updated YUMESHIMA JAPAN F1 with a new update entry:

YUMESHIMA JAPAN F1

*PLEASE DELETE OLD VERSION FOLDER FROM ASSETTO CORSA ROOT FOLDER BEFORE INSTALLATION* AS A LOT HAS CHANGED INCLUDING NAMING OF kn.5 FILES.
View attachment 797967View attachment 797968View attachment 797969
30 PITS FULLY WORKING AI LINES-(timings are still not being saved for some cars when exiting to CONTENT MANAGER,even if race result is fully shown before exiting,really not sure what the issue is, have tried various ways to resolve but just seems to...

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I've had a chance to test it in the meantime, I tried the previous version briefly too. It seems like the road thinks it's dirt, as in it feels and acts like paved road, but it sounds like I'm driving on gravel, and I can see "dirt tire marks" behind AI when they turn sharply.

It's coming along nicely, but not exactly the most interesting of tracks. There's still a lot to do for content outside of the track, but the track itself has a lot of long, nearly straight parts. Seems it could be more engaging with a few more turns, a chicane in the middle or something, I don't know if an elevation change could be worked in somehow.
 
angus1982 updated YUMESHIMA JAPAN F1 with a new update entry:

YUMESHIMA JAPAN F1

This will be the last update for a week or so. VERSION 0.4, fixed the problem of surface acting like dirt, had used surfaces for MAP.PNG instead of using the AI line so road should behave like tarmac/asphalt,
still 30 PITS FULL RACING AI,
(Have been testing timings not recording when exiting to CONTENT MANAGER, i think the solution is to start a race, then RESTART the race from within the game, ever since i've done this timings have shown in CONTENT MANAGER, let me know if this solution...

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I've had a chance to test it in the meantime, I tried the previous version briefly too. It seems like the road thinks it's dirt, as in it feels and acts like paved road, but it sounds like I'm driving on gravel, and I can see "dirt tire marks" behind AI when they turn sharply.

It's coming along nicely, but not exactly the most interesting of tracks. There's still a lot to do for content outside of the track, but the track itself has a lot of long, nearly straight parts. Seems it could be more engaging with a few more turns, a chicane in the middle or something, I don't know if an elevation change could be worked in somehow.
Sorry i never replied earlier, thanks for pointing out my mistake on the track acting like dirt, i had used the MAP.PNG for surfaces and not the AI line, hopefully in version 0.4 it is correct now, about the track layout, im quite happy with it, if you look at the real island there is no real elevation changes as the island is man made,it was used for dumping rubbish/garbage then turned into a container port for ships, so the track is true to the elevation, there was one part of the track i was going to add a sort of S shape cornering (at light house) but as the track has flow after the sharp left with barriers i left it, as for the straights they are drs zones, you only need to look at the nordschliefe,spa,silverstone to see how long straights can be, and the chicane i have with barriers on both sides just before the pits (probably where most accidents with AI happen) I appreciate your feedback on the track and testing it out, hopefully as it progresses you will see improvement,
Regards Angus
 
Tried out 0.4 , you're making a lot of progress. This time I used F1 cars and that definitely makes a difference. It is a fun track, I'm looking forward to seeing how it progresses.

The gravel sounds are gone, but the tire marks are still showing brown for me like it's dirt or gravel:

bgr00.jpg
 
Tried out 0.4 , you're making a lot of progress. This time I used F1 cars and that definitely makes a difference. It is a fun track, I'm looking forward to seeing how it progresses.

The gravel sounds are gone, but the tire marks are still showing brown for me like it's dirt or gravel:

View attachment 798293
Do you have the new CSP surfaces FX active??? I've raced about 200km on the track in version 0.4 and never noticed any dirt skid marks only proper rubber ones. I've never activated the new CSP surface FX it's the only thing I can think might be the issue. Will test more tonight. What F1 car are you using???? Just so I can try duplicate for testing, I only use VRC, RSS, ACL, cimmerion F1 mods for my testing.
 
Tried out 0.4 , you're making a lot of progress. This time I used F1 cars and that definitely makes a difference. It is a fun track, I'm looking forward to seeing how it progresses.

The gravel sounds are gone, but the tire marks are still showing brown for me like it's dirt or gravel:

View attachment 798293
Screenshot_rss_formula_hybrid_2017_yumeshima_japan_f1_15-10-124-16-56-23.jpg
Screenshot_rss_formula_hybrid_2017_yumeshima_japan_f1_15-10-124-16-56-39.jpg
Screenshot_rss_formula_hybrid_2017_yumeshima_japan_f1_15-10-124-16-57-50.jpg

ive been testing and im only getting rubbered skidmarks being made on the track, just ran a full AI race after i done the first lap myself. it must be a setting on your end causing the dirt skidmarks . Possibly CSP SURFACE FX Thats my guess. Let me know,but everything seems ok at my end.
 
Longer and faster than I expected.Good wip man.
The track has way less traction than any other track.I was suprised when I too easily locked up the brakes and slid through a solid wall.Still,all in all a fine start. :)
 
Longer and faster than I expected.Good wip man.
The track has way less traction than any other track.I was suprised when I too easily locked up the brakes and slid through a solid wall.Still,all in all a fine start. :)
Thanks for the appreciation of the wip, long way to go until completion. Yeah I've noticed the slight lack of grip in the track it can always be altered in surfaces.ini by changing the ROAD friction currently it is set at 100% or 1.0 in the ini, also it can be set in CONTENT MANAGER by setting OPTIMUM you get full 100% grip. Some walls are yet to get collision usually it's the last bit I do when making my tracks as things change over time, so no point doing collisions twice. Hopefully have 0.5 version ready for next week, after that it will be setting track cameras for replays. Thanks for downloading and trying the track. ENJOY.
 
What F1 car are you using????

I'm driving a Ferrari F2004 mod in that screenshot, at a track-day with a lineup of about 10 other F1 cars from 2009 that created those tire marks in front of me. But it's happening with other cars too. I've got a lot of tracks and am not seeing this anywhere else, but it very well could be a setting on my side.

I'm still on CSP 0.2.0 ID 2651. Skidmarks FX is active, and its "Use new implementation" is enabled.

I did a little more testing, but with Kunos' F2004 (against a grid of the same car) and found that sometimes the tire marks color does change to black, but it still looks like a mud texture:

Screenshot_ks_ferrari_f2004_tighterturns_yumeshima_japan_f1_16-10-124-8-38-53.jpg
 
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I'm driving a Ferrari F2004 mod in that screenshot, at a track-day with a lineup of about 10 other F1 cars from 2009 that created those tire marks in front of me. But it's happening with other cars too. I've got a lot of tracks and am not seeing this anywhere else, but it very well could be a setting on my side.

I'm still on CSP 0.2.0 ID 2651. Skidmarks FX is active, and its "Use new implementation" is enabled.

I did a little more testing, but with Kunos' F2004 (against a grid of the same car) and found that sometimes the tire marks color does change to black, but it still looks like a mud texture:

View attachment 798660
will have a test of more cars see if i can replicate it but ive not noticed it at all in any of my testing, im using the latest PURE/LCS and CSP preview versions. It sure does look like its making mud indents/grooves in the road but on mine its just mark black rubber like it should be.
 
angus1982 updated YUMESHIMA JAPAN F1 with a new update entry:

YUMESHIMA JAPAN F1

VERSION 0.5,
30 PITS FULL RACING AI LINES,
4 DRS ZONES marked with white drs boards,
FULL TRACK LIGHTING for night racing,
RAIN FX and GRASS FX, some re-texturing still in progress,
WORKING RACING FLAG LIGHTS,
WORKING START LIGHTS,
ADDED MORE TRACK ASSETS AND VARIOUS LIGHTING,
next update will see collision added to the full track,
also hopefully have TRACK CAMERAS for replays,
ENJOY.

Read the rest of this update entry...
 
Track grip may be related to the skidmarks issue.
When the race starts it feels pretty normal but as it goes on it gets slipperier.Feels a lot like pikes peak dirt version.(they may have better dirt physics now...pikes peak on dirt shouldnt be as slippery as it gets at the top)
I am on the version of csp just below that new dirt physics version.
Long story short...your track drives like the tires are getting dirty.
 
Track grip may be related to the skidmarks issue.
When the race starts it feels pretty normal but as it goes on it gets slipperier.Feels a lot like pikes peak dirt version.(they may have better dirt physics now...pikes peak on dirt shouldnt be as slippery as it gets at the top)
I am on the version of csp just below that new dirt physics version.
Long story short...your track drives like the tires are getting dirty.
Have been testing this morning, you can remove the DIRT ADDITIVE in the SURFACES. INI and add more FRICTION also. I've done this additive at 0 and friction at 1.5 and the track is more grippy and no dirt on tires BUT also remember that track grip is also affected by weather conditions (auto set by weather) so there are times where grip is dictated not by the mod track but by the game. Removing the DIRT ADDITIVE does seem to improve grip, i will work on getting better grip settings, but you can alter them if you wish in the INI file. CHEERS regards Angus
 

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