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20 Jun 2014, 07:52 (Ref:3424090) | #1 | |
Racer
Join Date: Aug 2009
Posts: 176
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ICs fictional practice track...
Heyo,
Im a 3d graphic artist by trade, and do alot of car models in my spare time for fun: http://the-ic.deviantart.com/gallery...h=%2F&offset=0 I thought id expand the portfolio a bit and start doing some tracks aswell, now that Assetto Corsa has released their beta track modding tools i would have started with rFactor2, but their plugin is currently only compatible with severely out of date versions of 3dsMAX, and its quite complicated getting it ingame in any case...if they bring out new tools, ill probably look into it again then... ive attached the track layout that im finally happy with, its located about 4km north of Canberra Airport in Aus...it originally started as a club circuit, but then as i tested various cars on it, it kinda just grew and grew and grew... main layout in cyan is about 6.3km, terrain is tinted blue for low areas and red for high, track has 41.5m of elevation change all up...i was doing ballpark 2:1X laptimes in the FIA GT3 McLaren 12C, the track is really good for cars that handle well and can carry the speed through the sweepers i want to do high quality accurate versions of Wakefield Park and my local hillclimb track eventually (and also do the GT86 i track there once the car modding tools come out), but im starting with this fictional track to understand the workflow, scratch-building my own texture and asset libraries etc. etc. without worrying about it being accurate or not and yeah, you guys doing all the cool Sketchup tracks in this "My Track Designs" forum should have a look at the AC modding tools if you havent already, theyre nice and easy to use, and not program-specific, you just need to be able to export .FBX files, which Sketchup does just fine Cheers! |
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20 Jun 2014, 13:50 (Ref:3424219) | #2 | |
Veteran
Join Date: Apr 2008
Posts: 925
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Very good!
the kind of track that I like, the overall character is very serious, I like the presentation very much and specially the layout, seems very "Wilson" to me (my fav designer) my only concern would be T1 being such a tight corner, first turn pileups are almost guaranteed |
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21 Jun 2014, 02:44 (Ref:3424444) | #3 | ||
Racer
Join Date: Aug 2009
Posts: 176
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Quote:
It never actually crossed my mind what would happen from a grid start with everyone charging into the first corner, im new at this you see ...ill see what i can do with the space thats available... |
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21 Jun 2014, 03:40 (Ref:3424450) | #4 | |
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F.I.M. Certified Race Director whowhaa!!! |
21 Jun 2014, 09:15 (Ref:3424511) | #5 | ||
Race Official
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Posts: 5,783
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The obvious answer would be to do a Hungaroring, and open the exit to perhaps 140 or 150 degrees and then a kink back to parallel, as opposed the full 180.
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24 Jun 2014, 12:33 (Ref:3425886) | #6 | |
Racer
Join Date: Aug 2009
Posts: 176
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Alright, had a bit of a muck around...
I ended up putting a big radius corner at the end of the front straight after freeing up a bit more space...i *imagine* it being better for allowing cars to sort themselves out without hitting each other, but cant really test it for the moment...if i need to later, i can also switch it to a hairpin-followed-by-kink as SBF suggested, then follow that with the large radius corner where the hairpin currently is (basically reversing the order of whats currently there between the main pitlane and the secondary pitlane)...i think that would add an extra passing opportunity which the big radius curve may not offer... Also shortened the infield bit so there was more space for pit paddock stuff, lengthened the west side hairpin to compensate finally, added more of a curve before going up the back straight, makes it a bit more challenging, hence why theres a large runoff area planned there...i may take it back out again, not sure yet... laptimes are a tiny bit faster, GT3 cars and the M3 E30 road car still feel good, but the 458 road car and Zonda R were a bit more effort to get round...will probably feel better for those once theres some actual kerbs to clip (instead of just evil grass of ultimate spinning doom ) anyhow, im going to go with this for now so i can actually start modelling some assets, otherwise ill be chopping and changing the track forever Last edited by The IC; 24 Jun 2014 at 12:38. |
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26 Jun 2014, 03:37 (Ref:3426569) | #7 | |
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Join Date: Apr 2008
Posts: 925
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it was a nice track and now it's even better
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F.I.M. Certified Race Director whowhaa!!! |
27 Jun 2014, 02:28 (Ref:3426993) | #8 | ||
Racer
Join Date: May 2014
Posts: 184
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man, its about time Canberra gets a circuit, especially after what happened to our street circuit. location is pretty good, especially when the new Majura road extension is finished, and its not far from Maccas.
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"Craig Lowndes does it, on the day he farewells his friend" Bathurst 1000, 2006 |
30 Jun 2014, 05:32 (Ref:3428391) | #9 | ||
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Join Date: Apr 2008
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Quote:
If you (theoretically) had all the resources to build a circuit, I bet you won't find a better place to get a basic design than in this board. I'm not kidding when I say I've seen better designs here than on some of the newer F1 circuits....(I ain't sayin no names ) |
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30 Jun 2014, 21:16 (Ref:3428745) | #10 | |||
Racer
Join Date: Mar 2011
Posts: 241
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Hi there IC, welcome!
I like all the modifications, that is a loooong turn 1. Quote:
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30 Jun 2014, 22:23 (Ref:3428764) | #11 | |||
Race Official
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Quote:
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30 Jun 2014, 22:24 (Ref:3428765) | #12 | ||
Racer
Join Date: Mar 2011
Posts: 241
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30 Jun 2014, 23:38 (Ref:3428790) | #13 | |||
Racer
Join Date: Aug 2009
Posts: 176
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Thanks for the comments
Quote:
yeah...but because its Canberra, it wouldnt get approved for construction unless there was a dedicated bicycle lane and bus lane the whole way around the track ...also, all the spectator parking would be forced to be pay parking, or be considered a fringe benefit the track would then have to pay additional tax on ...i think Wakefield is the best were going to get Quote:
also, heres some initial pit building rough-out WIPs...they were higher res, but the AC forum auto-downsized them when i posted there, and im at work now, so dont have the original files in front of me atm |
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1 Jul 2014, 05:30 (Ref:3428863) | #14 | |||
Racer
Join Date: May 2014
Posts: 184
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Quote:
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"Craig Lowndes does it, on the day he farewells his friend" Bathurst 1000, 2006 |
17 Jul 2014, 08:46 (Ref:3434810) | #15 | ||
Racer
Join Date: May 2014
Posts: 184
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try Queanbeyan, its NSW but so close to Canberra people conceder it a part of it. I have found a spot just south, over the border from hume
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"Craig Lowndes does it, on the day he farewells his friend" Bathurst 1000, 2006 |
21 Jul 2014, 00:47 (Ref:3436048) | #16 | |
Racer
Join Date: Aug 2009
Posts: 176
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@kerb: the entire area behind Hume has been approved for residential development...i kinda like where ive put the track already, its between the airport, a Defence live fire training area, the Police driver training facility, and a set of big mountains between it and the closest residential area...no whinging complaints
Almost finished blocking out the basic driveable areas (grass, runoff spaces etc.)...next is to actually define runoff surfaces (i think a strip of bitumen followed by gravel?), mapping and blending textures, and start modelling kerbs and astroturf... |
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24 Jul 2014, 23:34 (Ref:3437520) | #17 | |||
Racer
Join Date: Mar 2011
Posts: 241
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Quote:
The track looks great, good progress! |
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25 Jul 2014, 19:39 (Ref:3437834) | #18 | ||
Racer
Join Date: Mar 2011
Posts: 241
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Looking at it again, the pit exit looks a bit scary.
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26 Jul 2014, 16:12 (Ref:3438289) | #19 | ||
Racer
Join Date: Aug 2009
Posts: 176
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Quote:
hmmm...doesnt feel so dangerous when testing it ingame...the exit coming out of the main pits is on the opposite side of the track to the racing line, as youre hugging the left side of the track all the way from the left hand kink to the turn in point for the large right hand sweeper...ill see what alternatives i can come up with though, im still thinking of swapping the corners around anyway (see pic) also, i only picture the secondary pit on the shorter west circuit being used in conjunction with the chicane nearby |
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27 Jul 2014, 00:40 (Ref:3438547) | #20 | |||
Racer
Join Date: Mar 2011
Posts: 241
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Quote:
I don't think you should have to adjust several corners in order to make a pit exit safer or more appropriate. Obviously the pit entry/exit can't be a bodge, but I feel that unless absolutely necessary you shouldn't have to make compromises to circuit design in order to make the pitlane work (Of course, if you prefer the first sector you proposed above, it's a win-win!). Thinking about it, one of my previous designs featured a pit exit almost identical to this, except it curved to the right instead of the left. Here it is in Bob's track builder, kindly constructed by Bio. How does your circuit compare? https://www.youtube.com/watch?v=FdjO...h26yy1IrURioFQ |
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27 Jul 2014, 05:11 (Ref:3438602) | #21 | ||
Racer
Join Date: Aug 2009
Posts: 176
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Quote:
The reason im thinking of changing that area though is i kinda like having sweepers before straights...it seems to favour cars with better sorted handling, because your speed on the straight afterwards is based on how well your car can maintain speed in the corner, rather than how well your car can just power out of a hairpin...it seems to work that way in practice, the GT3 cars gradually got faster with each layout change i made over time, while the more unwieldly powerful cars stayed about the same |
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6 Sep 2014, 08:29 (Ref:3450707) | #22 | |
Racer
Join Date: Aug 2009
Posts: 176
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finally started building the track properly...i eventually turned the track into a fig-8 layout, i couldn't really come up with something i was happy with in the first couple of corners on the previous layout when testing it in AC
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6 Sep 2014, 11:20 (Ref:3450729) | #23 | ||
Racer
Join Date: Oct 2010
Posts: 245
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Looking REALLY good. Is this getting made for a game?
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6 Sep 2014, 12:00 (Ref:3450740) | #24 | |
Racer
Join Date: Aug 2009
Posts: 176
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Thanks! Yes, Assetto Corsa is what ive been repeatedly testing the layout in, and ill probably look into rFactor2 later aswell
Im using this to practice and experiment with everything involved, im going to model all the 3d environment assets from scratch, the textures are all sourced from photos ive gone out and taken myself etc. etc. In the end I want it to be a high quality environment I can render my car models in, aswell as practice before making some real tracks |
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7 Sep 2014, 17:25 (Ref:3451070) | #25 | |||
Racer
Join Date: Mar 2011
Posts: 241
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Quote:
(I really wanna drive it) |
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