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Thunderhill V6 is finally here, a lot of work has gone into this, and the changelog is massive. Once again thank you so much for everybody that has given feedback and captured images, done videos all sorts of things, your help really makes the difference! Download link here.https://drive.google.com/file/d/1U3vW7sdLM_XoPBCbz-p0xWFQzX72TyBi/view?usp=sharing

I recommend deleting (or backing up) the previous Thunderhill file, as this one is now a lot larger, and contains a few files which might clash with the old versions. I’ve always said I want to keep the Patreon feed as affordable as possible for everyone, that is why it’s $1 a month, and discounted even more if you subscribe for a year. However, the hours I’m putting in at the moment are really adding up, and there’s only so many hours in a day. In my effort to keep everyone happy with the progress I am making the amount of time I have dedicated to my real job, (freelance website developer by the way) has suffered a bit this month. So, and I feel kind of awkward even saying this, I have added an extra tier which is $3 (£2.50) a month (this is the minimum Patreon recommends). There’s no pressure at all, and there’s also no extra benefits etc, but if anybody wants to give a little extra, without paying for the higher tiers, a subscription to the $3 tier would be much appreciated, even if it’s just for the one month.

You should be able to change your membership here if you wish to https://www.patreon.com/nukedrop/membership Now that that is out of the way, onto the big long list of changes you’ve all come to see! I think it’s the longest one yet!!

• Added 8, yes 8! New track layouts. These are:. Two Mile East. Two Mile East Reverse. Two Mile East Bypass. Two Mile East Bypass Reverse. Two Mile West Bypass. Two Mile West Bypass Reverse. Middle Hill Combined. Middle Hill Combined Reverse.. Still need to add the 5 mile layout that has the bypass on the 2 mile west course, but I’m getting there!!!• These New layouts are all first drafts so may not have working AI, Maps etc – you’ll be able to set lap-times in practice for now.• Added a skin folder for users of Content Manager to take advantage of, the standard track is the fresh green look that’s been in use for the majority of the project, however if you select dry from the drop down list, you’ll get a version of any layout with browner grass, dehydrated plants, trees etc. A cool feature I hope you agree! You can see a comparison shot in the gallery on this post.• 2 Mile West Course, fixed AI, fixed map.• 3 Mile – smoothed pit exit (where it merges with the track)• 1E smoothed exit slightly to avoid car bottoming out on the asphalt when the suspension compresses• 2E fixed a little graphical glitch where the rubber marks were clipping into the track surface• Added more accurate Marshall post for turn 3 as it is used as a reference.• Smoothed even more the top of the cyclone.• Added the garages in the distance to act as reference to aim at coming out of the cyclone.• The height of the apex kerb on the cyclone is now 150% of the original, making it a more formidable (and accurate) foe!• Smoothed the off track terrain pointy bits at the bottom of the cyclone• Reduced the crest of the bypass, its slightly lower, but much smoother now.• Flattened the runoff at 6E• Added missing flat apex kerb at 8E, budged over the cone slightly to accommodate for this.• Budget the tower (visible from 9E ) on the hill over to the right slightly, although I don’t think it can go anymore to the right, as it lines up perfectly with the street view images (unless it’s moved a bit since they were done?)• Decreased the severity of the elevation change out of 9E• 11E kerb has been made higher• Slightly smoothed the inside of 12E• Removed the wall on the left of 14E• Smoothed the dip in the apex of 15 E• Fixed a sharp point on the outside of 15E that’d catch the car if you went too wide.• Fixed a bit of floating wall in the 2-mile pits.• 2W Mild smoothness adjustment of corner exit – this join between the two tracks is extremely tricky to model properly.• 1E moved wall on entry to the right, to reflect real track more accurately.• 1E fixed graphical glitch where the rubber marks were clipping into the track surface• 3E shortened Apex Kerb• 3E Added exit Kerb• 5E Flattened terrain at the apex, so you can see over the crest slightly earlier.• Smoothed both of the connections from 3m to 2m considerably.• Added the trees in the distance• Added the second pitlane canopy for the east course• Fixed the floating wall into 14E• Darkened the texture of the trees closer to the circuit.• Added the two pitlane canopies for the West Course• Added the west course main pit bldg.• 1W Lowered wall, added tyres to look more realistic.• Changed texture of trees, one is darker, the other has been replaced completely• The Light on top of the hill now flashes red at night, not sure if it does this in real life, but it probably should, allows for cars to get a reference of position in the dark• Added Lights to the west track pitlane, to go with the new pit buildings.• Added orange lamps to the new turn 3 Marshall post, so you can see it over the crest before T3 at night• Added orange lamps to the Marshall post on top of the cyclone• There’s probably some other stuff I’ve forgot to log at this point.

If I have missed anything crucial from your notes, or comments I profusely apologise, and I kindly ask that you would re-post your comments in the comment thread on this post. It’ll just help me keep organised a bit better.

Finally, as there is now 16 layouts for the track, generating competitive AI for all of the layouts is a tremendous task, If anybody wants a quick rundown on how to record AI lines themselves, and then would like to share their best laps with me to use in the next update that’d be amazing. As the current AI lines I’ve done, are well… let’s say I’m better at building tracks than I am at nailing the perfect lap-time.The next update here will probably be the remastered Seattle Circuit. There's 6 teaser images at the end of this Thunderhill Gallery. 

Files

Comments

Stefan Girlich

Thanks for your work on Thunderhill, it's amazing as always!! There is one issue though I had on all versions so far using the 5-mile layout: The minimap does not match the actual reality of the track, it seems that it's not rotated correctly. Would you know a fix? Thanks!

Tyrone - Racetracks & Models

Hi Stefan, I wasn't aware with the map issues on the 5 mile layout, sorry for missing this out. Fixed it for one of the two mile layouts, I'll be sure to go through all 16 layouts and check the map before the next update.

Andrew Morthland

Another great update. The addition of the environmental details like the awning and dry conditions is really bringing it all together. You always seem to update thunderhill the weekend I go :). Will be there tomorrow.

Tyrone - Racetracks & Models

Excellent, I'm glad you're a fan of the more 'cosmetic' updates! What configuration are you running tomorrow?

Peter Bergström

Great update! This is a huge step forward. The environment and the added details help with immersion. Keep it coming :) Some thoughts: - The transition between 1W to 10C is still pretty rough and unsettling for the car. I think this is probably the biggest problem I see.. everything else is cosmetic. - No flagging tower on the back straight. - The main pit wall could have the space for access (shared some photos) more for completeness than anything else. Lastly, not sure if others notice this but I run in VR and the track seems a bit darker when compared to for example, the AC Laguna Seca track. Not sure if that's a track configuration or AC itself though.

Christian Guirguis

I am so excited to try this track. I've been looking for Thunderhill for a long time to practice for racing there. Is there any chance you could add the 3 miles original layout that is used for the 25 hour race?

David D

Are you referencing the bypass layout or cyclone/crow's nest Turn 5? Because both are included here. 25 Hour runs bypass, and the "original layout" 3 mile is cyclone

Christian Guirguis

Thank you! I rushed to comment, I thought only the 8 new ones in this update are included. I see it in there now. I have an issue where I can't seem to launch the track though. The game tries to load then throws me back into content manager with 'race canceled'. I'm an AC noob...

derbo

Thanks Tyrone! West GPS seems to be fixed now. Is anyone else having GPS issues with East? I noticed my map display doesn't show me in the correct part of the East map.

Tyrone - Racetracks & Models

Hi Christian, Please try launching a different track layout in practice mode and see if that works. If not, please go to the track folder, and delete the 'Extension' folder within. Let me know if you still have issues.

Tyrone - Racetracks & Models

Hi Peter, I think I set the terrain ambience to be about 10% less than it should be for this relase, so the darkness is more than likely due to that, is the track surface bright enough, or do you reckon that should be bumped up a bit? Thanks for the other tips, I will address these in the next one :)

Peter Bergström

To me, the thing that I always think about when at Thunderhill is how bright everything is. Now, it’s a bit dulled out during the day. Maybe get some input from others who have been there to see what they think.

Christian Guirguis

Thanks so much! Launching different layouts ended up with hangs (instead of acs.exe crashing). Deleting the Extension folder fixed it though!

juicy904

great ...ai works now on 3mile

Thu N. Nguyen

This is awesome. do you have plan to add braking markers?

Boostyn

Hi, Thunderhill v4 works for me. But thunderhill v5 and v6 don't work for me. Whenever I start the game and select the track and start the race the game just quits on me and I go to the track/car select menu. How do I solve this? All other ingame tracks work fine for me, including other tracks from other creators.

Timur Iskhodzhanov

Have you installed the new shader, as instructed in the v5 release?

Boostyn

@timur, that solved it! Thank you!!

Benjamin Bunch

Worth noting at the real track they don't usually have them. At most you get a few cones.

Timur Iskhodzhanov

Thanks for the massive update, as always! I've started preparing for a track day where they will be running a "5 mile with double bypass" layout, i.e. both T5E bypass, and the West bypass. I noticed that it's not available as a configuration, but then I noticed I can just drive the regular 5 mile configuration, and it doesn't invalidate my laps :D You probably want to set up the "lap invalidating zones" or whatever it's called so that taking the bypasses in non-bypass configurations is disallowed. But first please add more bypass configurations :) Before practicing the bypasses, I drove the full East configuration. T5E (Cyclone) is still very rough. It should be basically smooth. It still has a crest, but overall the surface is smooth, as if you roll a sheet of paper. The T1W/T10E connector is still very rough as well. As you turn right in what starts as T1W, on the virtual track there is a massive dip in the pavement near the fourth "apex" kerb on the right (the first three are part of the West circuit, and the fourth one is where the connector starts). I'm pretty sure it doesn't exist IRL.

Timur Iskhodzhanov

Oh, also one of the experienced guys told me that some folks use utility poles behind T7W as references when approaching the blind crest of T6W. Here's a frame from my onboard video where you can see at least 6 poles on the horizon: https://imgur.com/dnUhY4D Hopefully they're visible on satellite images and you can recreate them fairly precisely?

Benjamin Schwartz

Thanks for your work on these great tracks. I only have one comment or a suggestion rather. When I select the 5 mile loop there are so many different ways that you can go and I do not know the official 5 mile loop by heart. Is there anyway to maybe cone off the other turn offs so we know which way to go. I realize after a few laps of the correct path we will know it by heart but I had to watch a video just to know the actual way to go. Thanks again!!

2Old4Forza

agreed is super confusing would be really nice to get some cones to help with where the route is