Thruxton 1.0

The UK's fastest circuit comes to Assetto Corsa...

  1. James Skinner
    Sorry this has taken so long!
    Release Notes 1.0 27/01/17
    Fixed start-finish timing gate issues where it was possible to not register a lap in pits if too far to one side.
    Fixed sector 1 and 2 timing gates where it was possible to not register a lap if off track.
    Removed black flag penalty for 4 wheels out on exit of Club Chicane – start finish line was too close to slow down and black flag was too harsh.
    Adjusted penalty for cutting track at Club chicane to just 2 secs as it’s easy to be pushed off here.
    Fixed grid spacing positions as cars were way too close together on first release.
    Fixed non physical tyrewall on outside of Village corner where cars could pass through.
    Removed flying tire stack at world centre.
    Fixed incorrect track length in UI description.
    Made a few cosmetic changes to textures to match recent changes at the circuit.
    Updated textures to kerbs with proper specular and detail maps – still work in progress.
    Updated textures on many buildings.
    Added camera facing crowds.
    Added many other trackside objects and infield buildings.

    Release Notes 0.8b 09/05/15

    To coincide with this weekend's BTCC meet at Thruxton, I am very pleased to finally present the first public beta of my scratch made Thruxton circuit. Although fairly polished please remember it is still a work in progress and there may be areas that are in need of improvement, or as yet undiscovered issues. The track surface / elevation itself is pretty much final – I have worked closely with someone with many years experience working at the racing school at Thruxton to ensure that the track is as accurate as reasonable without a laser scan, so I am unlikely to make more changes to it based on YouTube videos anyone may have seen with wildly different FOV’s and shaky cameras! It may not be perfect but it’s pretty close.

    Any major issues people are having I will try to address quickly with minor updates, and I will also collate and address any feedback I feel is valid in due time for the full release.

    There is much I still want to do to add more details and make it better, and I have already put hundreds if not thousands of hours into this track so any donations are much appreciated!

    Huge thanks go out to Fordman for his excellent videos and support and for pushing me on to get this far! David Hornsey for his vital inside knowledge of the real circuit. FestaPWR for testing everything to destruction! Norbs for yet another set of great cameras. Bill Wiskins and Az Edwards for reference images that I have consulted hundreds of times, and also to Nobby76 and Rigel for the useful items in the resources thread.

    Known Issues
    Since this release, some have reported an issue with laps not being counted if you go off track at the final chicane - I will investigate as a priority.
    Time Attack - although Time Attack mode is working, checkpoint graphic is incorrectly positioned.
    There’s an inadvertently added small bump on the approach to Club that I don’t think is there IRL – I will smooth for next release.
    Load times are quite lengthy - I will try and get this shorter for final release.
    Graphics - White lines may blur out too much in distance on lower AF settings.
    Some trees need UV’s adjusting due to visible edge at distance
    Some penalties / off track areas may need tweaking.

    General Notes
    Due to hi res textures and poly count I can’t promise it will perform well on all systems, but I have done my best to try and keep performance levels similar to those of the official AC tracks, at least on my system. Please let me know if you have any issues so I can see what can be done.

    Most of the distant infield buildings require proper modeling and texturing.
    Start lights are not yet implemented but should be in a future update.

    The track has a kind of track day rather than race day feel at the moment – I will add more trackside objects in future, or perhaps even do 2 versions.

    TX_Club_1.jpg TX_Club_2.jpg TX_Cobra.jpg TX_Complex.jpg TX_Pit.jpg TX_Seagrave.jpg TX_SF2.jpg

    Raffi_M, ears, Snowmind and 31 others like this.

Recent Reviews

  1. Klancy
    Version: 1.0
    Fantastic little track well done.

    AI is too slow tough
  2. Instevs36
    Version: 1.0
  3. ears
    Version: 1.0
    Almost docked a star for just being too scary! Fantastic fun. Looks beautiful. Such a unique track, we're lucky to have such a high quality version of it.
  4. jim lloyd
    jim lloyd
    Version: 1.0
    I'm LOVING my British tracks at the moment, this is one of the best, and so fast, keep up the good work, and thanks
  5. Terra21
    Version: 1.0
  6. Reference92
    Version: 1.0
    Well I can't believe I haven't tried this track before - Excellent work James! Particularly the textures in the pitlane look v good. The track has a really nice flow. If I was to make a suggestion or two I would say that there could be some improvement in the 3d grass, and also the physical mesh feels too smooth (although wider elevation changes are great from my limited knowledge).

    Keep up the good work, and thank you!
  7. fr13del
    Version: 1.0
    Great one, running a trackday right now with mantasisg's Jaguar and some other classics. Quite challenging, especially in fog at low temps.
  8. Wally Masterson
    Wally Masterson
    Version: 1.0
    Good quality track. Nice textures.
    Version: 1.0
    Looks like most things are sorted. Or I got lucky on my first race. Either way great stuff mate!
  10. mantasisg
    Version: 1.0
    Great track, very difficult and different from the others, but it makes it good. Seems to be well made, just trees looks a bit weird to me, but they are all far away from the track anyway. I like the road, the layout, and kerbs are crazy there, good addition to AC.
  11. LeSunTzu
    Version: 1.0
    Interesting track, great work, many thanks.
  12. ShredatorFIN
    Version: 1.0
    Good polished track, and interesting combination of fast bends. Two thumbs up
  13. Dave R
    Dave R
    Version: 1.0
    Beautiful !!
  14. Tom Blackett
    Tom Blackett
    Version: 1.0
  15. Deswribilator
    Version: 1.0
  16. lsd67
    Version: 1.0
    grazie ;)
  17. Patrik Marek
    Patrik Marek
    Version: 1.0
    Great track, really well done
    some minor texturing issues on some distant trees ( seeing a pixel line border) , some tiling on certain surfaces

    if I had a complaint, it would be that it felt too smooth, I would imagine it would be quite a bit bumpy?

    really nicely done though
    1. James Skinner
      Author's Response
      Thanks Patrik - a couple of people have mentioned the smoothness and while there is some noise built into the mesh it was toned down from previous unreleased versions - I was lucky enough to get feedback from someone who had taught at the racing school there for many years, and although the track used to be quite bumpy, in recent years it has been made much smoother, so I reduced the bumpiness for the sake of realism. That said, I'm happy to tweak and add some extra roughness - although I would rather do this to the actually mesh than just use random noise in the ini file!
  18. Bert Austen
    Bert Austen
    Version: 1.0
    Many Thanks for your work , it looks great , a lot of fun on the track , a bit better replay and its perfect
  19. Davemester
    Version: 1.0
    Bravo! Awsome track!

    One thing: at the back of the track, beginning where theres a darker tarmack corection through the long right hander the racing line dissapears, and rejoins much later from the fields. Could you correct it please?

    Other than that, superb track!

    1. James Skinner
      Author's Response
      Thanks for the heads up - will take a look, must admit hadn't even tried the racing line I've driven the so much!
  20. TheReaper GT
    TheReaper GT
    Version: 1.0
    Good stuff, I wish we had Anglesey at this level of detail :D
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