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Hi Everyone, first of all the final version of Toronto is available now on Race Department. It's the same as the last version published on here, just with a few additional bumps in the final sector of the track. https://www.racedepartment.com/downloads/toronto-indycar-exhibition-place-2021.42400/This update to Thunderhill is entirely focused on the track itself, so I apologize to those who have contacted me regarding issues with the Maps. timing gates etc. I will be able to look at these issues in another update. This update is quite substantial. Thunderhill Downloadhttps://drive.google.com/file/d/1Kn-ZdDz68ELFvh6dGr8QYlVj0guVH0n0/view?usp=sharingHere’s the list!

Fixed the cone that was hanging out on the middle of the track.

Smoothed out the middle of the 9E/9C connector

Smoothed the start of the 1W/10C connector

Smoothed downhill part of the Cyclone 5E

Adjusted background terrain of 4W where raised road is, beyond the track wall.

Repositioned 4W apex cone

Repositioned 5W breaking cone.

Removed wall behind 6W, replaced with more accurate tyre barrier.

Replaced a few of the wall structures around Marshall posts with white tyre barriers.

Added additional tyre marks into 7W

Added tyre marks into 2W

Added tyre walls into 1W

Added inside kerb and apex cone at 1W

Removed misplaced outside cone at 1W

Decreased severity of the hill drop-off on the right side of the track into 14 E

Smoothed inside kerb of 14 E

Replaced 10 E grey kerb with flatter white / blue kerb. Entry & Exit.

Replaced 11 E grey kerb with flatter white / blue kerb. Apex only.

Added tyre marks over the inside area of 12 E so it looks like people have actually driven right over that bit.

Slight reduction in polygon use in some of the white pain lines, really will make negligible difference to performance.

Files

Comments

juicy904

hi great love both track..but the ai has problems on the thunderhill-courses..is there a way to fix that

Timur Iskhodzhanov

Thanks for all the updates! I just did a few laps over the West (2 mile CCW) configuration and noticed a few minor things: 1) There's no blend line when leaving the pits and entering the track. IRL there is a blend line that forces the car that goes out of the pits to take the outside edge of turn 2W (long left hander) 2) When driving 2W on the line (inside), somewhere in the second half of the the corner there is suddenly more grip than there should be (camber? elevation increase?). To the point that if I'm past the limit of the car before that (ND Miata) it suddenly stops sliding. And then towards the end of the corner the car suddenly there's a bump that makes the car pretty upset. I don't remember such dramatic changes in grip IRL. 3) I find it much harder to brake into 7W than IRL. IRL there are a bunch of high-contrast cracks in the pavement as you approach the braking zone. I understand that perfectly recreating them is near impossible, but maybe adding _some_ texture to the pavement will provide at least some visual reference. 4) 9W is missing a very useful kerb at the track-out :) 5) There's no wall in between 1W and the pit exit IRL. If you want to prevent cars from cutting there, maybe it's better to put some tires or haystacks?

Timur Iskhodzhanov

Oh, also the off-track area on the left of 1W has a 1-foot elevation jump, which throws the car in the air pretty good if you go off track :)

Timur Iskhodzhanov

Some more tips on the current version of the track: Approaching 2E there should be a snake-shaped crack in the middle of the track, great reference for braking I think the worker station behind the crest approaching 3E should be slightly to the right. IRL it's a good reference to point the car to, but in the sim I drive off track if I follow it. 5E the downhill section of the Cyclone is very rough. 6E apex kerb should be medium tall, not very usable. IRL, you can see the whole straight ahead when you track out of 8E (or almost). In the sim currently the approach to 9E is blind. 9E feels very rough over the crest and downhill. The inside of the left turn of the East->West connector should have the same camber as the pavement. Right now in the sim there's a blind hill. Same thing on the inside of 10E — should be mostly flat. The track approaching 14E after the bridge has too much elevation changes. IRL it should be almost flat. There should be no wall ahead when you brake into 14E. Maybe also put a tire wall or haystacks there?

Timur Iskhodzhanov

The 11E apex kerb should also be taller (not very usable). There is some invisible bump in the second half of 15E (somewhere near the track out kerb?) that upsets the car which doesn't exist IRL.

Tyrone - Racetracks & Models

Hi Timur, thanks again for all these notes. I really value the time you put into testing the track. I will take them on board for the next update. :)

Timur Iskhodzhanov

Awesome, thanks! Let me know if you have feedback on the format of my comments. Should I highlight the priority of individual issues, or "in track order" is fine? Would it be useful to try other formats, e.g. walkthrough lap on Twitch?

Tyrone - Racetracks & Models

Hey, erm the current format works for me, you're pretty descriptive so it's easy to follow. You could always do a video or something with narration if we ever get stuck on anything I suppose.