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Thunderhill 27/01/2020

Hey everyone, An exciting update for Thunderhill today! Lots of fixes and slight changes which hopefully all push the track closer to opinion, but as usual I need your feedback to make sure the changes I have made are correct. A quick reminder to any new Patrons, if the track doesn’t load for you, please read this post that details everything you’ll need to do to enjoy this track to the maximum.

https://www.patreon.com/posts/58216726

As for the updates:

Download the new version 9 track here: https://drive.google.com/file/d/13-jdS60Go4T3qOqzIWCOeYC3PXrmwjgb/view?usp=sharing 

Fixed the map for Thunderhill East. Narrowed entry into cycloneRebuilt the whole top of the hill, and exit of cyclone (for like the fifth time – hopefully its okay now, I spent ages on it!)Placed more accurate tarmac seems across the whole of the east circuitUseful for breaking points etc.re-profiled the join from east to west ~t10 on the east trackwest track t12 – slightly shifted the whole track over to the right, as it was a little bit too left, which in turn ‘un pinches’ the exit. Added the Missing marshal huts around the east circuit, as they seem to be there in the most recent footage I’ve sourced (do they come and go as needed?)Added the ‘wiggly snake’ after the bridge into t14Tightened the entry into t14 to more accurately reflect the satellite imagery. Adjusted white lines on track joins to be more accurateLengthened the terrain on T2 runoff to prevent falling through the floorMade the ‘newer’ asphalt patches, a bit darker, to look ‘fresh’.Some material changes, to smoother surfaces to react to sunlight a bit better and look less ‘flat’

Up next, I’ve got a debut of a new fictional track, then there’s a slight update to Circuit of the Northwest. Then V4 of 1960s Sebring and layout updates to Spring Mountain Vegas. I expect all of these to come in quick succession, it’s been a busy month!

Files

Comments

Christian Guirguis

Excited to try this. I have plenty of recent real life lap footage from there if you would find it helpful.

Tyrone - Racetracks & Models

Yes please! Anything you have I can always find use of. Maybe uploading to YouTube and share a link is the best option?

Timur Iskhodzhanov

Thanks for the update! I drove a few laps and I can certainly tell there was A LOT of work done! All the patches of pavement, the cracks, the snakes — looks like a real track now. Might not be exactly like THE real track, but I honestly couldn't tell the difference by memory. Certainly good enough to show a friend "hey look at this thing here on the real track, adjust accordingly". The T5E/Cyclone has been dramatically improved. I can finally drive it, not "pray I get around it". However, the suspension of some car makes weird sounds (less than before!) and driving around I can see some minor geometry glitches. I think the focus should be on the crest now, it feels like there's a small trampoline there in v9, whereas IRL it is just smooth. Here are some spots where I can visually see a bit of a Z on the edge of the track whereas I'm pretty sure it should just be smooth: https://photos.app.goo.gl/JY3Pk5NFVBjKUPB5A We're ALMOST there! Another thing is the downhill run after T9E. Driving a 911 GT3RS with TC off in v9 I keep getting scary wheelspin downhill there. Granted, I haven't driven any car with that much power there IRL, but if I had to bet I'd put my money on that downhill section being smooth and not causing that much wheelspin if any. There are a few minor glitches outside the track still, and I was still able to fly to a parallel dimension when I went wide in T2E. But again, massive improvement, and I'll enjoy many laps on v9 before v10 comes out :)

Timur Iskhodzhanov

Also added a few new photos to my album of random Thunderhill locations: https://photos.app.goo.gl/XUf5kEC5eHafu7mK9 One interesting feature I noticed is that the wind turbines there have S-shaped blades, not V-shaped. Probably not worth recreating in the sim if there's no model ready, but just funny little detail. On top of that I noticed that the flag station in T11E should be high above the ground (like in T3E?).

Jone Klemo Øverland

Can't wait for this track to get cones between the different layouts and "cut" lines so we can go racing on this! :D

Eli Cronbach

Help, tried three different instillations and still TH won't load. Track it there in the menu but goes back to the selection screen every time I select drive

Eli Cronbach

Hey all, My issue was resolved by loading the graphics Mod. Apparently, this is a known and common requirement for track Mods. I was just the NOB.

Eddie Pettis

Last weekend, I managed to capture over three hours of 1440p60 dashcam footage that might help you out: https://www.youtube.com/watch?v=_sxqlM1DPuQ. Overall, your model is amazing. It was excellent preparation for the real thing. That said, I think the cyclone still needs a little work on the entry and exit: 1. The right side of the hill has a slight dip that causes the Kunos-provided 991 C2S model to knock its fascia against the road (throwing sparks and upsetting the car). In practice, it's quite smooth. I never felt like my 992 C2S was unstable going over that patch. 2. The sim's exit is a sharper drop than in reality. It's not enough to upset the car in the sim but noticeable. The real track has a smoother decline that allows you ease back onto the throttle, whereas the sim suspension bounces a bit from the sharper drop. You can see these differences better on the video than I can describe with words. Day 1 was cloudier. Day 2 was clear skies. Hopefully the contrast helps identify the contours. Thanks for all your hard work! It's already an amazing model, and I'm routinely using it to practice for track days.

Zac Lebwohl

I'm having the same issue and have tried every step! Any other ideas?

Cal

Hello! I'm having issues loading the track using the content manager, it just says "Race Cancelled". Is there another way to get the graphics mods that's not through RaceDepartment site? Chuckwalla map seems to work for me. Thank you!

JY B

Which graphic Mods? Do you mean stFlow shader and PerPixel MultiMapsPerPixel MultiMaps? I tried installing the track without content manager, and I am seeing the same issue.