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7 Sep 2014, 20:05 (Ref:3451097) | #26 | ||
Veteran
Join Date: Oct 2009
Posts: 10,721
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I prefer the last corner to be relatively sharp after a long straight, to encourage late passes for the win. Like São Paulo Anhembi and Buenos Aires Gálvez.
The third sector looks like a faster version of Mid-Ohio, very interesting. I like the two fast right-benders (I'd call the, Monzanian and Istanbulish). BUt the best seems to be the right-left esses 8-9. |
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Nitropteron - Fly fast or get crushed! by NaBUrean Prodooktionz naburu38.itch.io |
6 Oct 2014, 14:41 (Ref:3461307) | #27 | |
Racer
Join Date: Aug 2009
Posts: 176
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only started working on this again recently, blocking out all the landscaping/terrain...still got alot of the main infield area to do
sure, once ive got some wall collision proxys made and some kerbs in, ill send you a version for testing n feedback/suggestions...im happy with the general layout, but its a bit hard to drive it on the limit at the moment without any features (theres a few blind apexes and the like) |
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6 Oct 2014, 16:33 (Ref:3461350) | #28 | |||
Racer
Join Date: Mar 2011
Posts: 241
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Quote:
A couple of questions/suggestions, not sure how far along you are if any changes were needed... anyway: 1. I feel the main pit entrance doesn't need to be that complex. I feel a pit entrance after the final corner would be more appropriate, even with the risk of cars being blocked from entering by someone on their inside. Maybe a nice long blend zone? 2. Why are the support pits/paddock so far from the track? |
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21 Nov 2014, 14:35 (Ref:3477293) | #29 | |
Racer
Join Date: Aug 2009
Posts: 176
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finally have an update to post, only been working on this occasionally over the past few months...been modelling and texturing up trackside stuff...
normally if i was just putting this ingame, id borrow assets from tracks included in said game, but since i want to use this for other unrelated things aswell, id rather build it all from scratch from my own sourced stuff...i took a whole bunch of photos for texture ref purposes at Mt Panorama a couple of weeks before the Bathurst 1000, people passing by kept giving me funny looks as i was taking photos of the walls, kerbs, bitumen and whatnot... ive given out a preliminary version to 6 people to test drive in AC so far, most seem to approve (still waiting on your extra feedback SKGThunder )...will get more interesting when some subtle bumps are added |
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21 Nov 2014, 23:07 (Ref:3477415) | #30 | ||
Race Official
Veteran
Join Date: Jul 2003
Posts: 5,784
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That really is incredible detail that you have
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22 Nov 2014, 13:01 (Ref:3477530) | #31 | ||
Racer
Join Date: Mar 2011
Posts: 241
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Oops!
After trying to figure out how I'd improve the final sector, I haven't been able to come up with anything. The final corner is great and I think my initial concerns of the final turns being too repetitive were inappropriate. Although I might not enjoy the complete flow of the circuit (I'm sure people will disagree), each corner is unique and has it's own challenge, the elevation changes helps a lot with this which is difficult to see from the overhead shot. Those models are indeed very impressive. Get those bumps in! |
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10 Jan 2015, 10:34 (Ref:3491568) | #32 | |
Racer
Join Date: Aug 2009
Posts: 176
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Heyo,
Just did a quick video to show the layout as it currently looks in Assetto Corsa... https://www.youtube.com/watch?v=b5Cdj3tUBIo Cheers |
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11 Feb 2015, 01:24 (Ref:3503819) | #33 | ||
Racer
Join Date: Jun 2012
Posts: 107
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What program were you using to model Majura? And to get the Google Earth overlay?
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11 Feb 2015, 10:22 (Ref:3503926) | #34 | |
Racer
Join Date: Aug 2009
Posts: 176
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Terrain came from Sketchup Pro, it can import chunks of Google Earths terrain mesh, everything else has been modeled from scratch in 3dsmax...if youre wanting to do stuff for Assetto Corsa, any 3D program that can export .fbx files *should* be able to get meshes into the AC Editor...
Last edited by The IC; 11 Feb 2015 at 10:27. |
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