Thunderhill - Lidar V5 and Lights!
Added 2021-05-25 17:26:16 +0000 UTC
Hi Everyone, back again with another significant update to Thunderhill today.
Some quite exiting features in here, the track now fully supports the CSP night features. With the newly added Paddock Tower using the light system to come alive at night.
If this version doesn't load you will need an additional shader. This allows for certain parts of certain textures to emit light.
https://www.racedepartment.com/downloads/perpixelmultimap-with-emissive-map.22791/
To Quote the author “To install, extract system+sdk folders into your AC installation, does not overwrite anything.
To use, select ksPerPixelMultiMap_emissive in ksEditor. Paint your new emissive texture with the brightness and colour of light you want from it. Full white = original emission”
And the link to the new version of the track.
Download =>
https://drive.google.com/file/d/1-_Vp0Y_bizLzupnslU2HmJ4HTns3rI4i/view?usp=sharing
Thanks to Timur for noting most of these issues :-)
- Added blend line to pit exit of the west track
- Smoothed out the 2W exit (this should fix the sudden lack of grip issue)
- Added extra tyre marks, and some asphalt decoration into 7W to aid in spotting the breaking zone.
- Added the missing kerb on 9W exit.
- Added a track logo / banner on the 1W wall, I think this makes it more accurate to how it is in real life, but if it’s different and you have references to send me, please let me know.
- Added a mark on the road into 2E – Again should act as a visual reference for the corner entrance.
- Moved the Marshall post in 3E slightly to the right.
- 5E ‘Cyclone’ smoothed out the exit down hill bit, differs slightly from the Lidar data now, but works considerably better in the sim.
- Slightly adjusted height of 6E kerb – it’s now more driveable.
- Adjusted the terrain into 9E so the corner isn’t as blind, smoothed the exit slightly to reduce car bounce on acceleration down the hill.
- Adjusted the terrain on the East – West connecting bit, it’s a smoother slope now and you can see the corner as you approach.
- Adjusted the terrain into 10E so it’s flatter and you can see the corner as you approach.
- The track approaching turn 14 is now way smoother, the undulation is now almost completely gone.
- Removed the wall on the exit on t14
- Fixed a cone in t14 that was the old model
- Added the main pit tower, the heights for the different elevations here were all taken from the lidar data, so it should be pretty accurate.
- Added Night Lights around the East track start / finish and all of the marshal posts.
- Re did the strip of road between 14E and 8E to allow for the ‘Middle Hill Combined Track’ layout – it’s not in the game as a layout yet, but the 3D model is there.
- Removed the wall into 1E, added white tires at the right-side entrance into 1E.
- Adjusted the UI files to give the track correct Geo Location, so the CSP Sun should be in the right place in the sky now.
In the images on this post you'll see a table with info on each layout and what works and what doesn't.
Are there any other layouts that should be added?
The next tracks out will be Oregon Raceway Park, Sebring 60’s and I’ve started a re-skinned version of my Seattle Circuit – it looks much better and runs much smoother, I can’t wait to get it out for you guys. Images for these are in this posts gallery.
I’ve also got a few fantasy layouts of my own design sitting around, I wonder if it’s worth uploading them in a pack, and having a poll on which one should get the ‘finished treatment’?