Thunderhill Raceway: 3 Mile update.
Added 2021-02-07 15:45:05 +0000 UTC
So much work has been done on Thunderhill, and I don’t want to keep you waiting for an update. However there are some important notes to make about this version.
https://drive.google.com/file/d/13kYIN3mFcLztt13E_sDz-tkYXHhdxzLO/view?usp=sharing
Thanks a lot to David, I have been able to almost completely overhaul the 3 mile layout of the track. That being said, it’s meant that all of the AI for every layout needed to be re-recorded, and as there are 8 layouts I want to wait until the actual track mesh is perfect before committing the time required to make AI work for all layouts of the track.
So, in this release, all layouts support time trial / hot laps – but you can only race with AI, or do a track day, on the three miles forward (with hill) layout. I hope this is understandable.
Needless to say, the list of changes I have made to the three-mile track is enormous, as for the now the two-mile layout is mostly untouched. The five-mile layouts use the updates to the three mile track, and the old untouched 2 mile track.
You will also notice the pit buildings are mostly removed, this is intentional, as I will be building updates from scratch, and I will be able to add the new ones in with a patch later – whereas if the old buildings were kept, the process would take a lot more time.
Changes:
- Turn 1, camber corrected
- Turn 2, entry corrected (flattened)
- Turn 2, terrain hole is filled and should no longer launch the car into space
- Turn 2, exit kerbs have been updated to be the larger smooth type, the saw-tooth ones have been removed.
- Turn 3, exit kerbs have been updated to the thin smooth ones, replacing the old bumpy ones.
- Turn 4, kerbs have been updated to the thin smooth ones, replacing the old bumpy ones.
- Turn 6, exit kerbs have been updated to the thin smooth ones, replacing the old bumpy ones.
- Turn 8, kerbs have been updated to the thin smooth ones, replacing the old bumpy ones (can you spot the theme of this update yet)
- Turn 8, exit kerbs have been fully revamped to include smooth kerbs on the inside, then some rumble strips as you approach the limits of the asphalt
- Turn 9, re-profiled this whole corner to more accurately reflect the real track, smoothing out of a crest and dip that don’t exist in the real track
- Turn 10, corrected camber, increased smoothness
- Turn 11, re-profiled this whole corner to more accurately reflect the real track, corner is now uphill throughout and doesn’t level off at the top.
- Turn 12, removed tire wall on apex, added in all of the complex kerb geometry including the inner smooth kerbs and outer rumbles
- Turn 14, kerb re-vamp, similar to t12
- Terrain, main texture is now DDS format not PNG – massive performance increase to FPS.
- Terrain, sub textures optimised, and added asphalt overlay to some of the off-track asphalt areas.
- Terrain, removed a lot of the colour splotches that were visible on the satellite images of tire walls, bridges, trees etc.
- Removed pit buildings in anticipation of the newer models
- Lots of smaller misc changes
- removed VAO patch in anticipation of the new pit buildings. (you may notice some shaded areas don't look as good now. But this will be fixed in the next update.
Going forward, The next update will add a lot of buildings to the track scenery, then work will continue on the two mile circuit.
Any feedback is indeed welcomed as always. Thanks again for your support.