PGO International Circuit

Tracks PGO International Circuit 0.9.1

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doublezero submitted a new resource:

PGO International Circuit - Fictional FIA Grade 1 track made in 3ds Max.

View attachment 571717

Location: Hmm...
FIA Grade: 1
Length: 5.8km/3.6mi
Width: 14m/46ft
Elevation change: 36m/118ft

Features:
  • 4 Layouts - GP layouts with and without chicanes, National layout (different pitlane)
  • 32 grid/pit spots for all layouts (Can be increased to 46 on GP layouts)
  • Separate higher poly mesh for track surface
  • Dynamic racing groove
  • Working start lights (and pit exit lights with CSP)
  • Working AI + hints
  • Custom In-game track...

Read more about this resource...
 
One thing I would like to have as an option for this track is different color schemes to change all the purple things to other colors, such as blue, red, green, or a combination of a few different colors
 
My apologies - you're right, it loaded straight off on the media PC.
I think the problem must have been that I had 0.1.60 loaded when it initially crashed and assumed it was due to a hard requirement at your end.
I guess that whatever the new feature you're using is causes CM/CSP to error out as opposed to simply ignoring the file/reference it doesn't understand.
I'll try and figure out how to edit the review with that in mind.

It may still be worth a note to say it works without CSP, but that with it you'll need V(??) installed minimum if you do run it - I can't be the only person who sits on the safe builds until they're out-dated :)

Thanks for the track and sorry for the inconvenience.
 
Last edited:
That's odd then, I've had that shader since 2018 as it's required to make Sterios Formula Ford work/colour correctly (My file system shows it as Jan this year on this pc - which will be when I moved the AC install across onto an M2 drive as I fed up with the epic load times...

It's posible it just won't work with something as old as 0.1.60 then.
 
Hey, I've been using your track in a league I host, we found out that some surface settings were missing for GRAVELA GRAVELB and GRAVELC, leading to most heavy gravel (the "should beach your car" kind of gravel) having no friction at all, so I copied the section from the material GRAVEL for each one of them, renamed and numbered them accordingly, which did the trick and fixed the sandpits.
Just letting you know for maybe an update or for anyone curious about the problem.

(should look like this, values were slightly adjusted to fit the cars we were using)
Code:
[SURFACE_21]
KEY=GRAVEL
FRICTION=0.80
DAMPING=0.1
WAV=sand.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=10
BLACK_FLAG_TIME=0
IS_VALID_TRACK=0
SIN_HEIGHT=0.04
SIN_LENGTH=0.5
IS_PITLANE=0
VIBRATION_GAIN=0.4
VIBRATION_LENGTH=0.3

[SURFACE_22]
KEY=GRAVELA
FRICTION=0.80
DAMPING=0.1
WAV=sand.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=10
BLACK_FLAG_TIME=0
IS_VALID_TRACK=0
SIN_HEIGHT=0.04
SIN_LENGTH=0.5
IS_PITLANE=0
VIBRATION_GAIN=0.4
VIBRATION_LENGTH=0.3

[SURFACE_23]
KEY=GRAVELB
FRICTION=0.80
DAMPING=0.1
WAV=sand.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=10
BLACK_FLAG_TIME=0
IS_VALID_TRACK=0
SIN_HEIGHT=0.04
SIN_LENGTH=0.5
IS_PITLANE=0
VIBRATION_GAIN=0.4
VIBRATION_LENGTH=0.3

[SURFACE_24]
KEY=GRAVELC
FRICTION=0.80
DAMPING=0.1
WAV=sand.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=10
BLACK_FLAG_TIME=0
IS_VALID_TRACK=0
SIN_HEIGHT=0.04
SIN_LENGTH=0.5
IS_PITLANE=0
VIBRATION_GAIN=0.4
VIBRATION_LENGTH=0.3
 
Last edited:

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