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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’?

Files

Comments

Jason Merrill of GutBomb Industries

That looks great! Just to let you know, that shader is included with CSP now (has been for a while) so you don’t need to include the extra download instructions.

Tyrone - Racetracks & Models

Thanks Jason, I've update the post to say 'if it doesn't load' rather than 'you will need'! Hope you enjoy the track, racing in the dark is a lot of fun.

Timur Iskhodzhanov

Awesome updates, will definitely check the new version out soon! Have you considered starting a "shared album" in Google Photos where folks can upload their photos of the real track? Those support per-photo comment threads where you can ask questions, etc.

Anthony Lineberry

Can't wait to try this new version out. The one thing I keep noticing in previous versions is the 'peak' of the cyclone seems wait too sharp/abrupt compared to real life. The top at the apex feel a bit more rounded off and smoother IRL. In the sim version even at 35-40mph at the apex it seems to launch the car into the air a bit.

Tyrone - Racetracks & Models

Hi Anthony, part of the effect of smoothing the exit of the cyclone, also took the edge off the crest at the top of the hill, I feel I was able to carry more speed through the hill without losing the front, let me know if you think it needs to be knocked down a bit further though and I'll see what I can do.

Tyrone - Racetracks & Models

Hi Timur, Thanks again for all of the feedback you gave me on the last version. It was a massive help. I'll look into the shared google photos thing, that sounds like it could be super helpful!

TechnoRacerX

Ok, Gonna put a few lap videos together. The grass colors, the fields are looking incredible.

Anthony Lineberry

Just did about 30 minutes in the 3mile tonight. The cyclone crest could still use some smoothing. Here is a good reference video and you can see it's a far smoother transition across the crest from the front to the back of the hill. https://youtu.be/ISUsnjgctoQ?t=57

Tyrone - Racetracks & Models

Hey, I have a version of this track with some additional trees etc that weren't quite ready for this build, if you want to make some videos I could send over the additional files? What Ray Tracing do you use? I saw your Monza RT vid on Youtube.

TechnoRacerX

Thanks dude. Sure thing man, if you want to send it over, let's do it. I did some shots last night. Sometimes i use Pascal's and sometimes AC's. Can't get AI to work on the 5 Mile though. No idea why. :) *Edit Ai is working on the 3Mile, just not the 5Mile.

Charles 'Buck' Krasic

I do a lot of iRacing, but almost zero AC. iRacing doesn't have Thunderhill though, and I will be doing some real life track days there in the coming weeks and months, starting with two mile on June 4. I would love to be able to get some AC thunderhill racing with real drivers. Any chance of that? Of course I don't imagine any official races, but are there any California teams/clubs that might organize something of the sort?

Nathan Carmona

I'm at Thill pretty regularly, you're more than welcome to chase me.

Timur Iskhodzhanov

Just to try things out, I recorded a review of V5 on Twitch. Hopefully this format will help notice some issues that are otherwise hard to express in text. The track is improving a lot with each version, can't wait to try V6!

Timur Iskhodzhanov

What car(s) do you use for testing? I find 718 Cayman S to be great for revealing roughness of the pavement.

Tyrone - Racetracks & Models

Hi Timur, thanks so much for the video - will it stay on twitch permanently or will I need to download it to keep it as a reference? Thanks, Ty

Timur Iskhodzhanov

As it's a "highlight", it should stay there forever, or until I delete it.

Peter Bergström

First, really love your work here! Some thoughts since I was just there over the weekend and did the 5 miler. In no particular order. Maybe these are known issues but happy to help make it better. 1) I've always been at this track in the summer months and all the grass is yellow. (It's really hot there so it's almost always yellow) 2) It would be nice to have an option to run the 5 milers bypassing the 8W, 9W, and 10W corners. 3) In the triangle pavement at 3W, that patch is actually concrete, not asphalt. 4) The transition from the backside to the front side at 2W to 10C, it is fairly smooth. In the sim version, there is quite a bit bumpiness that isn't there in real life. 5) There should be a concrete curb on the inside of 8E, which I don't think I saw in the sim version. 6) The west side straight should have a flagging station or small tower. This one doesn't. 7) The main pit straight walls are too tall. In a car, you can see over to the pit side quite easily. 8) Also on the pit side, there is actually space to walk (maybe 10 feet or so) between the inner wall and the fence. (We used that to stage for refueling this weekend) Here is a photo album with some recent photos: https://share.icloud.com/photos/0xpex0GIJCFHS8QlDOuq0Yz2w

Charles 'Buck' Krasic

I will be doing my first track day at Thunderhill (West) on Friday. My car is an MX-5 ND2. I have been practicing with the ND1 in Assetto Corsa with v5. I'm getting consistently in 1:33s lap times in most recent practice, with fastest being a 1:32.7s. Will be interesting to see how close I can get Friday. I'm hoping less than 1:40. fastestlaptimes.com lists the MX-5 record (RF ND2) as 1:34.64. I believe they only show times for stock production cars. There are several YouTube videos with modified cars doing in the ballpark of 1:25. I am new to AC, is there a way to search for record lap times? I suppose I may be the only person driving an MX-5 on this thing though. :)

Charles 'Buck' Krasic

Had great fun at the track yesterday. I managed to send it on the last full lap of the day and did 1:32.1. I was stoked about that. To my surprise, two other drivers said they also used your AC track to prepare for the day. https://youtu.be/erMDgyHy2SM

Peter Bergström

I found it really useful to refresh myself on the 5 miler last weekend!

Peter Bergström

(Reposting this as the original comment disappeared and perhaps I will forget something) First, really enjoying the track and it was a great refresher for me as I took to the track a few weeks ago. Some thoughts to make it even better! I think that Google Maps actually shows most of these things quite well now, which is good! 1) It's usually really dry and hot there so it might be great to have yellow grass as that's the color most of the year. It does go green for a brief period, but it doesn't last long. 2) At turn 3W, the little triangle should be concrete color. 3) On the west side straight (7W to 1W), there should be a flagging tower. 4) On the 5 miler, it would be nice to have an option to skip 8W 9W 10W so you just go down the straight. You can do that in the game, but the AI doesn't do it. That's the configuration that I've run several times and it's pretty fun. 5) The transition at 2W to 10C from the west to the east side track is quite smooth in reality. In the game it really unsettles the car a lot more than it does in real life. 6) The inner corner at 8E should have a concrete curb. 7) In the distance now towards the north east, there is a lot of planted trees.

Timur Iskhodzhanov

I just noticed that for some reason on the West track it's impossible to review telemetry in the "pits", whereas it works fine on the East track. Perhaps some checkpoints are missing?

Timur Iskhodzhanov

You're certainly not the only one who drives an ND MX-5 on this virtual track 🙃 If you Google a bit, you can find a way to customize the ND in the game to have a higher rev limiter and basically become an ND2.

Timur Iskhodzhanov

Haha, good timing! :) And also impressive 3-screen setup you have there.

Timur Iskhodzhanov

Another thing I have since discovered is that the runoff area on the right of 7W (the first hairpin) is very rough. A small "off track excursion" can jolt the car big time, possibly enough to injure someone's wrists if they use a DD steering wheel.

Timur Iskhodzhanov

Having been to the real Thunderhill West the other day, I realized that the wall inside T1 does exist in real life, but it's covered with tire stacks, so it looks black (lower contrast), not white (high contrast).

Wayne Dollemore

I’m arranging a virtual track day at Thunderhill this Sunday Sept 21st, let me know if you are interested in participating. Probably 11am Pacific.