Scratch-made version of Autospeedway track Motodrom Gelsenkirchen 1981 (Almaring).
Requires Content Manager and Custom Shaders Patch.
Mostly for stock car racing, no free roam track.
Track length is 750 m, lap time is around 30 seconds. The layout is simple: One tight hairpin and a bend on the other side. Perfect for smaller cars and stock car racing.
The circuit opened in 1969 as dirt track, from 1977 onwards it had tarmac and races with all different kinds of cars like modified street cars, hotrods, midget cars or winged sprint cars.
In 1982 the prominent blast furnaces next to the track were demolished. Last race was in 1984.
I found a picture of the illuminated blast furnaces, so I decided to add a few lights according to the photographs. The armcos are reflective, so night races with cars with headlights are possible and quite enjoyable.
Features:
- 20 pitboxes
- ai
- track map
- GrassFX
- TV cams
- lights
- section names
- RainFX (not tested, I don't have RainFX)
- 31K physical mesh
- seasonal adjustments: autumn and winter
- skin with bare winter trees
- collision boxes for many (the relevant) objects
- VAO patch
Installation:
Copy folders content and extension in your Assetto Corsa root folder.
Best visual appearance with ppfilter "Natural Mod" by Chris Kennedy and weather dust or haze.
Some recommended cars:
- Camotos Yamaha YZF-R6 (by "AXFOR" SmakzZ), a lot of fun here, in my opinion best track car combination
- Honda CB750 Crosskart (by Stereo) and all other crosskarts, because small and fast and a lot of fun
- Honda S800 RSC (by A3DR), raced there in real life, had it on a reference image
- Ford Escort RS1600 (Kunos)
- Skoda 130 RS (by Fuzo)
- Alfa Romeo GTA (Kunos) / GTAM (by Pessio)
- Lancia Fulvia (by RSanchezPaz)
- Caterham Academy/420R/R300 (all by Ben O'Bro and JackCY), although not from the 1980s
- Glas GT Exo-Rod (by AccAkut), because there were hotrod races in Gelsenkirchen too
- Porsche 911 Carrera RSR 3.0 (Kunos)
- Mini Miglia (by Pessio), Minis are also on a reference image
- TVR Griffith 200 (by pctm_00)
Notes/known issues:
- Tested with SOL 2.2 and CSP version 0.1.77. No tests with Pure or other CSP versions.
- Extension "new AI behavior" leads to weird accidents in pits and as a result to retirements of opponents. To avoid this, please deactivate this option in CM menue.
- Pit entry and pit exit are neuralgic. I changed the angles of pit entry and exit to have a smoother/rounder ai pit lane to reduce accidents on track, but it's still very dangerous.
- In real life slowest drivers started from the front, fastest cars from the back of the grid. To avoid confusion, I used a standard grid with fastest cars in front.
- Only objects next to the track and the pits have collision boxes to improve performance.
- Cones have no physics applied to improve performance.
- RainFX not tested and light pollution not tested under all conditions/graphic settings.
- DIPs are a bit over 1000 at most places. Model has 3 Mio. tris, I joined objects wherever possible.
- Outer regions (more than 200 m away from track) have no physics and no GrassFX applied to improve performance - you will fall through (it's no free roam track and everything is optimized for driving around the circuit).
- Some texture transitions are not perfect everywhere due to some later UV mapping changes. With GrassFX it shouldn't be to prominent.
- SOL ppfilter has pretty much contrast and high saturation- If you don't like this, please use ppfilter SOL Extra Reinhard instead or Natural Mod by Chris Kennedy (recommended).
- People don't change clothes in winter, some of them still have their swimwear.
- The two ads on the outside of the hairpin may be from 1983 or 1984. Although it's the 1981s layout, I wanted to keep them.
Screenshots (all made with Natural Mod ppfilter):
Requires Content Manager and Custom Shaders Patch.
Mostly for stock car racing, no free roam track.
Track length is 750 m, lap time is around 30 seconds. The layout is simple: One tight hairpin and a bend on the other side. Perfect for smaller cars and stock car racing.
The circuit opened in 1969 as dirt track, from 1977 onwards it had tarmac and races with all different kinds of cars like modified street cars, hotrods, midget cars or winged sprint cars.
In 1982 the prominent blast furnaces next to the track were demolished. Last race was in 1984.
I found a picture of the illuminated blast furnaces, so I decided to add a few lights according to the photographs. The armcos are reflective, so night races with cars with headlights are possible and quite enjoyable.
Features:
- 20 pitboxes
- ai
- track map
- GrassFX
- TV cams
- lights
- section names
- RainFX (not tested, I don't have RainFX)
- 31K physical mesh
- seasonal adjustments: autumn and winter
- skin with bare winter trees
- collision boxes for many (the relevant) objects
- VAO patch
Installation:
Copy folders content and extension in your Assetto Corsa root folder.
Best visual appearance with ppfilter "Natural Mod" by Chris Kennedy and weather dust or haze.
Some recommended cars:
- Camotos Yamaha YZF-R6 (by "AXFOR" SmakzZ), a lot of fun here, in my opinion best track car combination
- Honda CB750 Crosskart (by Stereo) and all other crosskarts, because small and fast and a lot of fun
- Honda S800 RSC (by A3DR), raced there in real life, had it on a reference image
- Ford Escort RS1600 (Kunos)
- Skoda 130 RS (by Fuzo)
- Alfa Romeo GTA (Kunos) / GTAM (by Pessio)
- Lancia Fulvia (by RSanchezPaz)
- Caterham Academy/420R/R300 (all by Ben O'Bro and JackCY), although not from the 1980s
- Glas GT Exo-Rod (by AccAkut), because there were hotrod races in Gelsenkirchen too
- Porsche 911 Carrera RSR 3.0 (Kunos)
- Mini Miglia (by Pessio), Minis are also on a reference image
- TVR Griffith 200 (by pctm_00)
Notes/known issues:
- Tested with SOL 2.2 and CSP version 0.1.77. No tests with Pure or other CSP versions.
- Extension "new AI behavior" leads to weird accidents in pits and as a result to retirements of opponents. To avoid this, please deactivate this option in CM menue.
- Pit entry and pit exit are neuralgic. I changed the angles of pit entry and exit to have a smoother/rounder ai pit lane to reduce accidents on track, but it's still very dangerous.
- In real life slowest drivers started from the front, fastest cars from the back of the grid. To avoid confusion, I used a standard grid with fastest cars in front.
- Only objects next to the track and the pits have collision boxes to improve performance.
- Cones have no physics applied to improve performance.
- RainFX not tested and light pollution not tested under all conditions/graphic settings.
- DIPs are a bit over 1000 at most places. Model has 3 Mio. tris, I joined objects wherever possible.
- Outer regions (more than 200 m away from track) have no physics and no GrassFX applied to improve performance - you will fall through (it's no free roam track and everything is optimized for driving around the circuit).
- Some texture transitions are not perfect everywhere due to some later UV mapping changes. With GrassFX it shouldn't be to prominent.
- SOL ppfilter has pretty much contrast and high saturation- If you don't like this, please use ppfilter SOL Extra Reinhard instead or Natural Mod by Chris Kennedy (recommended).
- People don't change clothes in winter, some of them still have their swimwear.
- The two ads on the outside of the hairpin may be from 1983 or 1984. Although it's the 1981s layout, I wanted to keep them.
Screenshots (all made with Natural Mod ppfilter):