![]() FestaPWR for testing everything to destruction! Norbs for yet another set of great cameras. Huge thanks go out to Fordman for his excellent videos and support and for pushing me on to get this far! David Hornsey for his vital inside knowledge of the real circuit. ![]() There is much I still want to do to add more details and make it better, and I have already put hundreds if not thousands of hours into this track so any donations are much appreciated! The track surface / elevation itself is pretty much final – I have worked closely with someone with many years experience working at the racing school at Thruxton to ensure that the track is as accurate as reasonable without a laser scan, so I am unlikely to make more changes to it based on YouTube videos anyone may have seen with wildly different FOV’s and shaky cameras! It may not be perfect but it’s pretty close.Īny major issues people are having I will try to address quickly with minor updates, and I will also collate and address any feedback I feel is valid in due time for the full release. Although fairly polished please remember it is still a work in progress and there may be areas that are in need of improvement, or as yet undiscovered issues. To coincide with this weekend's BTCC meet at Thruxton, I am very pleased to finally present the first public beta of my scratch made Thruxton circuit. Updated textures to kerbs with proper specular and detail maps – still work in progress.Īdded many other trackside objects and infield buildings. Made a few cosmetic changes to textures to match recent changes at the circuit. Removed flying tire stack at world centre.įixed incorrect track length in UI description. Removed black flag penalty for 4 wheels out on exit of Club Chicane – start finish line was too close to slow down and black flag was too harsh.Īdjusted penalty for cutting track at Club chicane to just 2 secs as it’s easy to be pushed off here.įixed grid spacing positions as cars were way too close together on first release.įixed non physical tyrewall on outside of Village corner where cars could pass through. Included CSP config for Grass FX, Dynamic Flags, and Rain FXįixed start-finish timing gate issues where it was possible to not register a lap in pits if too far to one side.įixed sector 1 and 2 timing gates where it was possible to not register a lap if off track. Reworked 3d grass with new textures – but highly recommend using Custom Shaders Patch Grass FX.įixed flag objects to work properly with CSP dynamic flags. Some kerbs lowered slightly to solve AI issues.Ĭompletely redid all trees and tree textures. Updated look and feel and signage to better match 2021 specs.Īdded new banking / runoff area and barriers at Church corner.Īdded new tarmac patches to match current look of track. High-res physical mesh with subtle bumps added for better road feel.Īdded extra grid / pit spots for up to 32 cars.Īdded new hospitality centre building and many more trackside objects. Track layout and elevations completely reworked using LiDAR data for increased accuracy. What started as a ‘quick job’ to add extra grid spots turned into a several weeks long complete reworking of the entire track using LiDAR data.
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