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Hey,

Continuing on with my updates and fixes mandate, I’ve got a two in one post for you today. Various fixes for Mallory Park, and Chuckwalla Valley. Both of these tracks are already released, so the updates are also live on Race Department, but the Download speeds there have been awful recently, so I’ve uploaded both tracks to Patreon, so hopefully you can download them without waiting an age. The updates are as follows. Mallory Park:

Remade the wall at the hairpinadded additional advertising signage, as in real lifeChanged some colours of the tecpro barriers to match more recent referencesAdded / updated plants and bushes around the circuitUsed the window shader for more accurate looking windowsMoved the hairpin signs away from the noise wall, to reduce flickering.Other small fixes.

And, extending on the recent LiDAR update I posted, for Chuckwalla: Texture updates,new AI for the drag strip layout. Brightened the terrain a little On a personal note, I’m pretty much back to myself now, thanks for all of the well wishes everyone. Thanks,Ty

Comments

Rac1ng Project

Hello Nuke, I dont know if this is being looked at but the Mallory Park kerbs are acting like walls, the effect is too much and cars get stuck on it. I tried in several configs and several cars... Thought you should know, hopefully there is a fix soon. Thank you

Timur Iskhodzhanov

Thanks a lot for the virtual Chuckwalla! You guessed it — I just went to Chuckwalla CW for 2 track days just two weeks ago. Here's my onboard video you can refer to: https://youtu.be/BbjJac-h0SY

Timur Iskhodzhanov

Overall feedback: really good starting point. Having spent only a couple of evenings in the sim, I was able to get pretty comfortable on the real track in just a couple of sessions, and then continued to shave off tenth after tenth for the rest of the weekend.

Timur Iskhodzhanov

Biggest/most common issue: most/all inside kerbs feel a lot taller in real life, and have a "right trapezoid" cross section (not "dome"). The kerbs do not "fall off" as you cross the middle, but are instead horizontal.

Timur Iskhodzhanov

T1/T2 (CW numbering): in real life it feels wider or straighter and I can carry more speed in real life. T6: the mountain ridge on the horizon feels shifted to the left in the sim. I tried to use the same reference relative to the right end of the ridge, and went off on the outside. Maybe the whole skybox should be turned clockwise a bit? (see other issues with the skybox mentioned below) T9: the small mountain ridge on the horizon should be moved to the right slightly, and should be a bit bigger. Towards the end of the real-life weekend, I'd point the nose of the car straight at that ridge at the end of T9 and then start to turn right for T10. T12 should have more of a "dive" around the apex, with a lot more camber in the second half. T13: there is some green triangle showing up in the sand on the inside as I turn in. Gap in the mesh? T13 should have camber all the wait until the track-out kerb and then some, but in the sim it feels like the camber ends much sooner. In real life, about ~2 car widths away from the trackout kerb the camber suddenly disappears, forming a ¯\ profile. I might have a video with a lap where I specifically drove there to see how it feels (answer: like T9 at Laguna Seca). Overall I'd say it's 8/10 already :)

Christopher Liu

why does it sa race cancelled when i enter the game

Christopher Liu

yeah the link doesnt work when i put it in content manager

Tyrone - Racetracks & Models

Hi Christopher. Please take a look here, as it will walk you through some of the additional requirements needed to get the most of out the tracks. Hopefully it'll answer your questions. https://www.patreon.com/posts/guide-to-setting-58216726 If you still need any further assistance, please don't hesitate to send me a message and we can walk though what may be missing from your setup. Thanks, Ty