Zossen International Raceway

Tracks Zossen International Raceway 0.7 Revert

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Flipdo3 submitted a new resource:

Zossen International Raceway - Fast Fictional Circuit - My first track

This is my first track and first upload here. I usually dabble in skinning, and graphic design aspects of mods, however I really wanted to create my own tracks. Expect MANY problems. It was tested with the ASR Formula Ferrari 643 (1991), which is great to drive around this circuit. My aim was to create a fast and exciting track.
umRti0O.jpg

View from "Senna" looking down to "Fangio" (corner names in trackmap, shown further down)

This is a fictional circuit...

Read more about this resource...
 
Flipdo3 updated Zossen International Raceway with a new update entry:

ADDITIONS + ATTEMPTED FIXES

v0.3

+changed road texture
+altered "Memorial Corner" and approach to Mittenwalde, to provide a better looking surface
+added sausage kerbs in places (by EbolaDrome creator Tyrone)
+Trackmap added to main menu UI (Thanks to Deswribilator)
+Trackmap added and fixed in-game (Again by Deswribilator)
+Light bumps added to "Schumacher", "Brandenburg" and "Tor"

-removed graffiti @memorial corner, temporarily.
-moved the inside wall around memorial corner to make it less blind
-moved the outside...

Read the rest of this update entry...
 
You should check out LilSki's guide in case you didnt already. I dont know if its here on RD (probably) but it should be still on AC support forum. It teaches you how to best do everything. For bumps on the track you need to do a "physical road mesh" which is an invisible higher res copy of the tarmac mesh you have and that you can add "noise" and bumps/dips into to get a real tarmac feel it in the FFB wheel. The guide also give tips how to do texures, trees etc the best way for AC.

Keep up the good work. Always awesome with more content. :)
 
You should check out LilSki's guide in case you didnt already. I dont know if its here on RD (probably) but it should be still on AC support forum. It teaches you how to best do everything. For bumps on the track you need to do a "physical road mesh" which is an invisible higher res copy of the tarmac mesh you have and that you can add "noise" and bumps/dips into to get a real tarmac feel it in the FFB wheel. The guide also give tips how to do texures, trees etc the best way for AC.

Keep up the good work. Always awesome with more content. :)
ive checked it out, but it is for the more-advanced Blender users. I once tried to learn it, but spent 3 hours making 2metres of track with kerbs, so i went to the easier RTB, which i dont think has this feature :/
 
Last edited:
Flipdo3 updated Zossen International Raceway with a new update entry:

Ai + Temporary Texture Fix + Other Additions

v0.4

+added AI (by Deswribilator)
+added Trackcams (by Deswribilator)
+changed road texture again
+IMPROVED Bright track problem
+added pit entrance boards
+added shadows to walls, some stands and some trees

-fixed kerbs at "Zeuthen"
-fixed kerbs at "Memorial Corner"
-moved banners by pit entrance to try and stop them floating
-moved inside walls back at "Schragstrich"
-moved some trees and replaced them with 3d ones

NEW ISSUES UNCOVERED
-road texture looks bad while driving, like a solid...

Read the rest of this update entry...
 
Would just like to mention the lack of updates in the last few days. I have been incredibly busy with IRL stuff, and havent had much time. I have however found a fix for the glowing track, and collisions will be coming as soon as possible. Thanks for your patience.
 
Flipdo3 updated Zossen International Raceway with a new update entry:

Collisions + Kerbs + Fixes

v0.7 jump from 0.4

+added kerb collisions
+added wall collisions
+replaced some walls
+fixed the glowy track problem
+some other trivial issues fixed

All that is left to do now is some fixes and little content addition. i'm extremely busy currently, and having trouble keeping up with hobbies like this, and am currently focusing on producing a track of a higher quality that will require less updates to work properly. Said track will be released sometime in december.

Read the rest of this update entry...
 
Hi, I've recorded a new fastlane.ai and I uploaded it.
With the original one the AI's at 100% were lapping in around 2'44'' driving the Porsche Panamera Turbo.
With my fastlane the AI's at 100% are now lapping in around 2'37'' driving the same car.
Remove .TXT extension from the .ZIP file.
The fastlane.ai file is inside the .ZIP
Hope this helps :)
 

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  • fast_lane.zip.txt
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Hi, I've recorded a new fastlane.ai and I uploaded it.
With the original one the AI's at 100% were lapping in around 2'44'' driving the Porsche Panamera Turbo.
With my fastlane the AI's at 100% are now lapping in around 2'37'' driving the same car.
Remove .TXT extension from the .ZIP file.
The fastlane.ai file is inside the .ZIP
Hope this helps :)
Thanks! ill include it in the next update.. whenever that is. Might only include this change though
 
Flipdo3 updated Zossen International Raceway with a new update entry:

New AI + big news

Changelog (0.71)

+ ai made faster

DEVELOPMENT HALTED
Zossen now crashes RTB, so i can no longer add anything to the circuit past the KSEditor ( assetto corsa editor). This means there will be no more updates aside from hotfixes in the editor. i am currently focusing on multiple projects and education so i am very busy too. expect no further updates.

Read the rest of this update entry...
 
Hi, I've recorded a new fastlane.ai and I uploaded it.
With the original one the AI's at 100% were lapping in around 2'44'' driving the Porsche Panamera Turbo.
With my fastlane the AI's at 100% are now lapping in around 2'37'' driving the same car.
Remove .TXT extension from the .ZIP file.
The fastlane.ai file is inside the .ZIP
Hope this helps :)
LOL :laugh::confused::thumbsup:
No Test ????
2016-12-16_23562082ull.jpg
 
Yes, my bad.
I tested the AI path while on qualify so the AIs were almost always racing alone.
While on race session they try to overtake each other and doing so they crash on those walls.
The real problem though is that the track boundaries (red splines) are not correctly set. This allows the AIs to go wherever they want to overtake because they are not "aware" that there are the side walls.
With the original AI path this does not happen because that path makes the AIs drive almost in the center of the track and therefore much more distant from the walls, leaving enough space for overtakes.
But in the end you are right, it is obviously better to have slow-non-crashing AIs instead of fast-often-crashing ones :)

LOL :laugh::confused::thumbsup:
No Test ????
2016-12-16_23562082ull.jpg
 
Yes, my bad.
I tested the AI path while on qualify so the AIs were almost always racing alone.
While on race session they try to overtake each other and doing so they crash on those walls.
The real problem though is that the track boundaries (red splines) are not correctly set. This allows the AIs to go wherever they want to overtake because they are not "aware" that there are the side walls.
With the original AI path this does not happen because that path makes the AIs drive almost in the center of the track and therefore much more distant from the walls, leaving enough space for overtakes.
But in the end you are right, it is obviously better to have slow-non-crashing AIs instead of fast-often-crashing ones :)
they still crash a large amount with very quick and grippy cars like the ferrari 643 lol
 

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