Thunderhill V6 is finally here, a lot of work has gone into this, and the changelog is massive. Once again thank you so much for everybody that has given feedback and captured images, done videos all sorts of things, your help really makes the difference!
Download link here.
https://drive.google.com/file/d/1U3vW7sdLM_XoPBCbz-p0xWFQzX72TyBi/view?usp=sharing
I recommend deleting (or backing up) the previous Thunderhill file, as this one is now a lot larger, and contains a few files which might clash with the old versions.
I’ve always said I want to keep the Patreon feed as affordable as possible for everyone, that is why it’s $1 a month, and discounted even more if you subscribe for a year. However, the hours I’m putting in at the moment are really adding up, and there’s only so many hours in a day. In my effort to keep everyone happy with the progress I am making the amount of time I have dedicated to my real job, (freelance website developer by the way) has suffered a bit this month.
So, and I feel kind of awkward even saying this, I have added an extra tier which is $3 (£2.50) a month (this is the minimum Patreon recommends). There’s no pressure at all, and there’s also no extra benefits etc, but if anybody wants to give a little extra, without paying for the higher tiers, a subscription to the $3 tier would be much appreciated, even if it’s just for the one month.
You should be able to change your membership here if you wish to https://www.patreon.com/nukedrop/membership
Now that that is out of the way, onto the big long list of changes you’ve all come to see! I think it’s the longest one yet!!
• Added 8, yes 8! New track layouts. These are:
. Two Mile East
. Two Mile East Reverse
. Two Mile East Bypass
. Two Mile East Bypass Reverse
. Two Mile West Bypass
. Two Mile West Bypass Reverse
. Middle Hill Combined
. Middle Hill Combined Reverse.
. Still need to add the 5 mile layout that has the bypass on the 2 mile west course, but I’m getting there!!!
• These New layouts are all first drafts so may not have working AI, Maps etc – you’ll be able to set lap-times in practice for now.
• Added a skin folder for users of Content Manager to take advantage of, the standard track is the fresh green look that’s been in use for the majority of the project, however if you select dry from the drop down list, you’ll get a version of any layout with browner grass, dehydrated plants, trees etc. A cool feature I hope you agree! You can see a comparison shot in the gallery on this post.
• 2 Mile West Course, fixed AI, fixed map.
• 3 Mile – smoothed pit exit (where it merges with the track)
• 1E smoothed exit slightly to avoid car bottoming out on the asphalt when the suspension compresses
• 2E fixed a little graphical glitch where the rubber marks were clipping into the track surface
• Added more accurate Marshall post for turn 3 as it is used as a reference.
• Smoothed even more the top of the cyclone.
• Added the garages in the distance to act as reference to aim at coming out of the cyclone.
• The height of the apex kerb on the cyclone is now 150% of the original, making it a more formidable (and accurate) foe!
• Smoothed the off track terrain pointy bits at the bottom of the cyclone
• Reduced the crest of the bypass, its slightly lower, but much smoother now.
• Flattened the runoff at 6E
• Added missing flat apex kerb at 8E, budged over the cone slightly to accommodate for this.
• Budget the tower (visible from 9E ) on the hill over to the right slightly, although I don’t think it can go anymore to the right, as it lines up perfectly with the street view images (unless it’s moved a bit since they were done?)
• Decreased the severity of the elevation change out of 9E
• 11E kerb has been made higher
• Slightly smoothed the inside of 12E
• Removed the wall on the left of 14E
• Smoothed the dip in the apex of 15 E
• Fixed a sharp point on the outside of 15E that’d catch the car if you went too wide.
• Fixed a bit of floating wall in the 2-mile pits.
• 2W Mild smoothness adjustment of corner exit – this join between the two tracks is extremely tricky to model properly.
• 1E moved wall on entry to the right, to reflect real track more accurately.
• 1E fixed graphical glitch where the rubber marks were clipping into the track surface
• 3E shortened Apex Kerb
• 3E Added exit Kerb
• 5E Flattened terrain at the apex, so you can see over the crest slightly earlier.
• Smoothed both of the connections from 3m to 2m considerably.
• Added the trees in the distance
• Added the second pitlane canopy for the east course
• Fixed the floating wall into 14E
• Darkened the texture of the trees closer to the circuit.
• Added the two pitlane canopies for the West Course
• Added the west course main pit bldg.
• 1W Lowered wall, added tyres to look more realistic.
• Changed texture of trees, one is darker, the other has been replaced completely
• The Light on top of the hill now flashes red at night, not sure if it does this in real life, but it probably should, allows for cars to get a reference of position in the dark
• Added Lights to the west track pitlane, to go with the new pit buildings.
• Added orange lamps to the new turn 3 Marshall post, so you can see it over the crest before T3 at night
• Added orange lamps to the Marshall post on top of the cyclone
• There’s probably some other stuff I’ve forgot to log at this point.
If I have missed anything crucial from your notes, or comments I profusely apologise, and I kindly ask that you would re-post your comments in the comment thread on this post. It’ll just help me keep organised a bit better.
Finally, as there is now 16 layouts for the track, generating competitive AI for all of the layouts is a tremendous task, If anybody wants a quick rundown on how to record AI lines themselves, and then would like to share their best laps with me to use in the next update that’d be amazing. As the current AI lines I’ve done, are well… let’s say I’m better at building tracks than I am at nailing the perfect lap-time.
The next update here will probably be the remastered Seattle Circuit. There's 6 teaser images at the end of this Thunderhill Gallery.