Special Stage Route 5 Beta

Special Stage Route 5 Beta 0.4

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It's been almost a year since I released Special Stage Route 5 as my very first introduction to Assetto Corsa track modding. Ever since I've been working on a number of projects but here is the update to the SSR5.
Here is the extensive list of what has been done to the track in from last release

New Additions

- Added Reverse Main Layout
- Added Reverse Clubman Layout
- Added Reverse Layout Brake Markers
- Added Purple Striped Road by the Hairpin under the Highway
- Added Street Lamp Emisives
- Added 3D Trees, Sakura and Orange
- Added Tunnel Light Lamp Objects
- Added Buildings in the Background for the Panoramic View
- Added 3rd Version of the Track with Artistic liberties (In order to preserve the original track and have another version where I can add my own touches that keep in line with the original feel of the track)
- Added River by the exit of the tunnel in GT5 SSR5 style.
- Added Extra Trees before the Tunnel in GT5 SSR5 style
- Added Trees above the tunnel Exit
- Added Groove Line
- Added Normal Mapping to the Buildings
- Added Normal Mapping to Road Textures
- Added Normal Mapping to the wall textures
- Added Grass planes around the Clubman and Main Layout junction.
- Added Trees around Clubman and Main Layout Junction
- Added Extra environment on the outside of the track along the back straight from the first hairpin towards the Main Layout and Clubman Junction
- Added Grass Planes around the first Hairpin tree area
- Added extra building on Main Layout and Clubman Junction to limit players ability to see through the world
- Added Extra Pillars to the Overpass
- Added Tunnel Reverb
Added Extra Environment visible from the Clubman layout to the right or left in reverse.
- Added Skidmarks
- Added Orange Lines in the Pit Lane to divide pit poxes and driving lane
- Added footpath on the pit straight opposite pits to fill in the void.


Texture Replacements
- Replaced Road Textures
- Replaced Road Run-off Textures
- Replaced Tunnel Textures
- Replaced Tree Textures
- Replaced Tree Models
- Replaced Kerb Textures
- Replaced the Wall Textures
- Replaced Yellow and Black Arrow Texture
- Replaced Red and White Arrow Texture
- Retextured the divider ground between the Pit Lane and Main Straight

Optimisations
- Optimised Advert Board Textures
- Optimised Brake Marker Textures
- Optimised Lamposts Mesh.
- Optimised Trees Mesh
- Optimised Building Meshes
- Optimised Road Meshes
-
Other Changes
-
Edited Night Lights setings
- Edited Night Lights to turn off during daytime
- Bridged the gap between two iron fences on the last corner and main straight.
- Adjusted Pit Lane props to make it wider for the cars.
- Re-Modelled Main Layout Pit entry mesh

If you find any bugs or oddities do let me know and I'll try and fix it with the next patches.


Like what I do and want to see more improvement to the track, or want to say thank you then consider donating via the link that is on top of the main page.


New Autumn Trees.
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New Road Textures, Purple Stripes and new Trees.
51KINv8.jpg

New Sakura Trees
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New Background Buildings

alRUTuv.jpg

New Environment to fill in the voids, like by this Grandstand
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Overhead Pass part of the seperate extra version with minor Artistic Liberties
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New Tunnel Textures
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Entrance to the Tunnel styled after GT5 SSR5 with extra foliage
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Sidewalk for the Pit Straight to lessen the presence of the void

IQviFsh.jpg


And all of these screenshots are from the REVERSE layout
Hello everyone I have been hard at work doing two projects at the same time, I'll be posting about that project very soon as well, hence my delay however I have a major v0.3 update that has some big changes and fixes so without further ado here is the full list of changes for version 0.3

- Added Track Map
- Added Red and White barriers in sector 3,
- Added missing scenery outside turn 11
- Added second under construction building on turn 16
- Added barrier to the entrance of pitlane
- Added Road Markings to the pitlane
- Added Pit Markings at the pit entrances
- Added Advert Boards on the Pit Exit
- Added Pitwall boxes
- Adjusted UV map of the main road
- Fixed glitching barriers at turns 13,14,15.
- Fixed the positions of the lamps
- Fixed any "holes" between 3d meshes
- Fixed floating lamp poles
- Fixed Textures on the final corner of full layout
- Adjusted the night lighting
- The track is now compatible with version older than 1.73 however I recommend using versions 1.70 and up. But the track will load even with version 1.60 (Thank you Offitus21)
- Fixed AI lines so they dont bash into the walls, however be wary they will still crash into each other, thats outside of my control (Again Thank you Offitus21)

Thank you all for your continuous support and feedback it really helps me make this track as good as it can be
Main aspects of v0.2
- Changes to the width of the tracks as well as elevation changes to bring it closer to the GT version
- U-turn and chicane brake markers have been updated
- Pit trucks have been updated to contact with the ground
- Track Markings have been improved on the last corner of the main layout
- Added kerbs to final sector in places where they should be
- Improvement to the way AI behaves, its not perfect but can't find a full fix for the AI

v0.3 plan
- Track markings for the Pitlane
- Fix all the contacts points and clipping issue between all of the object and any points where the barrier and track do not connect proper
Just a quick hotfix on the model.ini for clubman to have the barriers on.

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