Home Creators Posts Import Register Favorites Logout

Content

Hello Everybody, Here we go Thunderhill time :) 

Another long list of changes here. 

But first the download! -> https://drive.google.com/file/d/1qZ8OC0jH-wttYrmF6Vvxz-dApRiT3baT/view?usp=sharingThere has been a lot of detail work, concentrating mainly on the road surface. Added tarmac cracks on the east track, as well as 'resurfaced' patches of tarmac. Depending on the feedback for these details, I will add them to the west track too. The patches of tarmac are pretty much in the same position as they are in real life (based on a 2021 google earth satellite image) These should now be more than enough reference material for perfecting your brake points, and racing lines. There is now a skybox with realistic terrain, with the mountains of the west track side being visible. In the ends I used the Google Earth 3D terrain to generate the image, as getting a real photo-sphere of the location proved more difficult than I had anticipated. 

East Track.

Turn 14 – adjusted terrain under bridgeTurn 14 – adjusted the bridge, and surrounding scenery to look more akin to the real one. Turn 14 – Adjusted wall and materials going into the corner, the wall isn’t ‘floating’ above ground now.Turn 15 – added a patch of asphalt that looks ‘recently replaced’ on the racing line. Turn 15 – slightly tightened the corner, reflects real circuit a lot more. Turn 14 – added tyre wall on inside wall before cornerTurn 2 – addressed an issue of the track marks being in the wrong placeTurn 5 – flattened the hill again, so less chance of the car leaving the groundTurn 6 – Smoothed the apex, so it’s flatter and doesn’t have a pronounced crestTurns 5 – 6 added asphalt decorationTurn 9 – Smoothed exit. Turn 9C (connector) - Re-profiled to be a tad bit smoother over the hump.Turn 10 – Re-profiled entry to be slightly downhill.

West Track.

Turn 3 – re profiled the ‘bump / Dorito’ to be a bit more of a bump. Turn 1(connector) - smoothed this out even more. Turn 2 – exit re-made the join in the track surface here to be a bit smoother.

As for the AI etc - this i'm still waiting on the 'OK' as if I spend all the time on the AI then find out there's a bit too much of a bump or something in someplace, i'd potentially have to do the AI again for all of the layouts - which is such a long job. Coming up the rest of this month, next month I want to release a custom track I've been working on, as well as a new piece I've been commissioned to make... the Circuit of the Northwest - more info about this yet to be built track can be found here. https://www.circuitofthenorthwest.com/Finally - I hope to get the latest version of Sebring 60's out for you, with the AI running it's such a fun track :) Thanks again for everybodys support. 

Ty

Files

Comments

derbo

Thanks for the update Ty! I noticed the Thunderhil East car position map is off still :(

Tyrone - Racetracks & Models

Ah sorry! I try and keep a list of everything everyone says and correct it, but obviously I missed it, which layout was it again?

derbo

all good man! I only tried 3 mile East only.

Tyrone - Racetracks & Models

Right, this is going to the top of my list for the next fix! In big bold font, maybe make it red as well. Sorry for letting this one slip through.

Christian Guirguis

Thanks for the update! I'm back to crashing on trying to launch the East with bypass config. I think last time I had that you told me to delete some files, which ones were they? Any idea why this happens?

Tyrone - Racetracks & Models

Hey, I can't quite remember everything we went through last time, but first off, if you're not using assetto corsa content manager I'd suggest using that and trying again. Secondly please try installing https://www.racedepartment.com/downloads/stflow-shader.23999/. And last of all, if it still won't work for you, go into the track folder and delete the folder called 'extension' hopefully that should fix it. The first two would be a permanent fix. The third solution would need to be done every time it's re-downloaded.

Christian Guirguis

Thanks for the quick reply! I'm using content manager. I will try installing that shader and see if it fixes the issue permanently.

Christian Guirguis

Installing stFlow didn't help. Removing the 'extension' folder did work. No idea why something in there is crashing AC on launch.

Peter

Hi! Thanks for your sharing! I have loading issue with the track. I try to use the content manager, installing the stFlow, removing the "extension", but none of these works. Do you know any other solutions I can try to solve the problem?

Tyrone - Racetracks & Models

Hi Peter, Are you trying to do a race, track day etc? tried different cars just to be sure? What error messages if any do you get. Thanks, Tyrone

Peter

I tried different cars and different mode (practice, hotlap, race...). It shows "race cancelled" everytime.

Tyrone - Racetracks & Models

Okay, very strange. Have you tried any of the previous versions? you may have to delete the existing one to try an older one.

Phil K

Hi, Very excited to try finally drive Thunderhill in a sim! I'm trying to get this installed, and it shows up correctly in AC, but whenever I actually try and drive, it goes into a loading screen, then hangs for a few seconds, then kicks me back out to the AC main menu. I see reference in the above posts to specific things I should try doing to get this running---is there a post anywhere that lays out each step in how to correctly install the track, and the steps to troubleshoot? Thank you in advance for all of the work you've put into this!

Phil K

Update: I removed the "extensions" folder, and it didn't help. I went down to the "Thunderhill Lidar V5" release, and noticed that there was shader that needed to be installed for that. Installing that shader fixed the issue for me--Thunderhill V8 loads and is working now.

Rick

New to this and running into the same issues Phil K is. What is “Thunderhill lidar V5”. Any more specific help would be appreciated. I drive this track in the real world and am looking to practice for some upcoming races there. Thank you

Tyrone - Racetracks & Models

Hi Rick, I really recommend Content Manager, as it adds a load of features that my version of Thunderhill takes advantage of. Also there are a few shaders that need to be installed in order to get thunderhill to work. I have made a tutorial post with a list of everything you should download here. There is a link to the post here. patreon.com/posts/58216726 If you need a hand with anything after reading / going through that let me know and I can help out some more. Thanks again, Tyrone.

David Staab

The one additional step that I had to do to get the track to work on my system was to install CSP through Assetto Corsa content manager. After that, everything worked perfect. The build looks great and has been a huge help prepping for the 25H of Thunderhill this year. Thank you for all the work you've done on this!

Timur Iskhodzhanov

Used this version to practice for a track day at Thunderhill East with Cyclone. The pavement approaching the Cyclone/T5 should be made MUCH smoother than it is right now. It shouldn't make the car feel like its suspension is about to crash. This is the single biggest issue with the current version, otherwise it's pretty close to real life! The other minor thing is that the cracks in pavement in T2, T9 and T14 are still pretty different. There are some pretty prominent cracks on the real track that allow me to drive more consistently than in the simulator. Let me know what is a good way to communicate those to you! I know that it's more of a "final detail", but also looks like you ARE paying attention to those now, so I'll be happy to help with those. Here's an onboard video from my latest track day: https://youtu.be/mShDyjd7jpg

James Sowell

agree about the cyclone entrance . I made the gpl/rfactor version many years ago i had a track day and when i saw a video onboard i was pretty intimidated and wanted to learn the track since there was nothing available at the time i decided to make it for gpl. i had something to drive before i had my track day and used satellite photos and onboard videos to do my best with the elevations .it was pretty rough but i had driven all the versions as i set in the elevations so i was pretty much ready for anything. there was a light rain that first track day and i felt like i was driving a gpl trainer. absolutely charged it pitching it sideways up the hill of the cyclone and catching the slide at the perfect angle to shoot over the top time after time. guy in the flagger tower was giving me the no no no head shake every time i came up the hill and i saw his eyes bug out as i flew by every time :). i beat the club presidents best time in the dry by 1 full second in the wet first time driving the track . when i got home i completely redid the track from my fresh memories putting in lil bits of negative camber to simulate marbles or positive camber to adjust the grip just right. testing and driving obsessively until it started to really get the feel .by the time i was done i had at least 600 hours into making both versions and feel like i knew the track as well as anyone alive .one of the great experiences of my life :) heres an onboard video from a track day a year or two after i had the final version nailed down and was doing 2 or 3 track days a year at thill https://www.youtube.com/watch?v=-rOZhOwK1C8

James Sowell

there are some more minor details referring now to the 3 mile track with cyclone 12 feels pinched off to me refer to timurs video and see how you can run out to the right edge of track 14-15 has a certain feel where you can set one angle on the wheel on entrance and make only slight changes if any.exit of 15 can be slippery and being to aggressive on turn in can result in getting sideways if it hooks up it takes you into the wall of pit row dont really feel it atm being as loose as it needs to be on exit keep in mind my car had only 100-150 hp and this was a place i had to be careful of coming over the crest of 9 is hard for me to judge because there i used to be a flagger tower on left side but i see in timurs video its on right now.everything else feels good you really got the dip on the inside of 8 nicely done.

Timur Iskhodzhanov

I looked closer at the geometry of the virtual track around Cyclone and found a few very obvious issues: 1) a few inches of a "step" around the white line at the Cyclone/Bypass fork 2) the right edge of the track approaching cyclone has a major dip — it should be smooth. Here are some screenshots: https://photos.app.goo.gl/aEStD6JJ6hYNZhSS9

Timur Iskhodzhanov

Tyrone, also if you're available I'd be very happy to have a video call with you to give you some suggestions more interactively, and I'm also very curious how the track editor works when you're working on issues like that.

Tyrone - Racetracks & Models

Hi Timur, Thanks yet again for all of your help and feedback. I'll digest it and act upon it for the next update. As for the locations of the cracks in the asphalt, Sometimes they don't show well in videos. The Google Maps imagery seems to be much better than it was when I started the project, so I will take a look at trying to re-create them as much as possible. I have a few new methods of track decoration at my disposal now as well.

Tyrone - Racetracks & Models

Hi James, Really interested to hear about your experience making the track. It's such a massive location, really is a lot of work! Do you think learnign where marbles were, and decreasing track grip in specific sections would be worth doing in this version of the course? I could definitely introduce sections on the outside of a corner for example that had 10% less grip and a different road feel.

Timur Iskhodzhanov

Thanks! The biggest missing "crack" for me is a dark "snake" on the left after the bridge approaching T14. The end of that "snake" is my braking reference IRL. Similar "snake" in the middle of the track when braking into T2. Approaching T9 and T10 there are a few very thin lines going across the track IRL that are also useful as braking references. Very hard to see in person, probably even harder to see on videos, but they are there. Again, let me know how I can video call you to chat about those things, I think it will be easier.

Timur Iskhodzhanov

Added a few more photos of bad geometry to https://photos.app.goo.gl/aEStD6JJ6hYNZhSS9 Besides that, I found a "black hole" somewhere on the outside of T2. If I drive wide in the middle of T2, sometimes the car falls through the ground and some Interstellar stuff is happening. FFB doesn't like Interstellar and tries to break your wrists.