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Tyrone - Racetracks & Models
Tyrone - Racetracks & Models

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Las Vegas Grand Prix 2024.

Hi everyone,

In preparation for the 2024 Las Vegas Grand Prix, I’ve made substantial updates to the track to bring it up to a much higher standard. The improvements are extensive, and I hope you agree it’s a massive step up compared to last year’s version.

The updated track is now available for download at the following link:

 https://drive.google.com/file/d/1EzZ5xhbjmtQccXSTj8DjubB_DZwZZxML/view?usp=sharing

Updates include, but are not limited to:

·       Assets around the whole map have been revamped, especially around the Paris hotel area.

·       Textures upscaled on some of the lower res assets that have remained.

·       Whole new city buildings in the distance, imported from OSM

·       New KNIKER97 crowd textures

·       Fixes to some fence positions

·       Entire lighting rig has been made, as was present in the 2023 layout (before I used street lamp lighting, as we hadn’t seen the track IRL yet

·       Texture and shader performance work and compression.

·       New 3D rubber marbles around the track

·       New Skidmark textures around the track

·       Additional grandstands added around the track

 
The new lighting configuration is HEAVY on performance. Could people please let me know how things are for them?

There’s a low spec version of the config.ini file available in the track extension folder called LOW. Find this in the GRAPHICS OPTIONS folder inside the EXTENSION folder.

There are instructions in there about how to set it up. It reduces the number of lights significantly to try and help claw back some frames per second.

Thank you all for your continued support. Your feedback is invaluable and helps me keep refining these projects and making new ones. I hope you enjoy the updated track!

EDIT -> As there are so many changes here, it's likely theres a bug or two to squash, if so expect a follow up update shortly :)

Cheers,
Tyrone

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Comments

It is actually very difficult for me to see the marbles (vision problems) but logically assuming they are present on the outside or corners and the edges of walls I did some driving specifically in those areas and I suspect you might be right about the cause. I found one REALLY good example of the judder -- there is a long straight that heads towards the monorail line (sharp right turn at the end, near the sphere). On the LEFT side of that straight, starting as you approach the the corner, the car actually bounces like crazy even in first gear just while coasting in a straight line. It was objectively hilarious seeing the tires leave the ground at 1km/h. :) I'm happy to do more testing after the marbles issue is sorted out, or DM me if you want me to try a test build or something.

mforget

Hi Eric, a fix is in the works already. We've established that majority of the issue is caused by the tyre marbles on the track having physics. These have been replaced and will be upgraded sat the start of next week.

Tyrone - Racetracks & Models

Thanks for making this amazing track! Did some testing today and have two major issues. 1. Turn 1 has an invisible wall at the end off the inside curb. I've hit it several times when hitting a late apex. 2. Braking zone turn 5 is a bit of a mess. To bumpy just before/around turn-in point. You cannot see them. Have to brake way to early, then wait after passing the bumps and do a very late corner. Never had this issue with 3.2. Hope you can fix it.

Eric Altorf

Hey, Can you do a test for me, is the issue really bad when you can see the tyre marbles on the track, i've just spotted in this build they've been given physics and shouldnt have been, this would potentially be the cause of your issues. If you weave along on the strip, and try breaking, where the track is clear I'm guessing the issue will be mostly gone? Sorry about this, another version is already in the works.

Tyrone - Racetracks & Models

In my testing yesterday, I did actually try reducing Kerb effect to 0 and turning off the advanced understeer effect with no real effect on the sensation of tugging in corners or judder when breaking. I tried it again this morning as you requested and got the same result. If there was a difference, it was extremely minimal (which sort of makes sense because adding 12% to the force should really amount to a very minor overall difference in the force). The main effect of setting Kerb effect to 0 was that if I deliberately drove over the kerbs I felt almost nothing (despite hearing the "rumble" sound as the tires went over the kerb). There was another user that posted similar experiences (Jeej Von Beek) yesterday, though he was more focused on judder/bouncing under braking. I had also mentioned that in the post I made about the testing I did, but for me it was a secondary thing. Can you name one or two of your tracks where you created the track surface differently? I would be happy to try those out and report back. If we can find some examples of what feels right/wrong, it might guide us.

mforget

Hey I spoke to a few people for some ways to tackle your issue. We dont have a Logitech to test on ourselves, but this is what we've come up with. Can you try reducing the Kerb effect to 0, 1, or 2 and test the track again? The Kerb effect artificially increases bump forces felt through your FFB. Please also make sure to keep enhanced understeer OFF on DD wheels. Let's see if this makes any difference.

Tyrone - Racetracks & Models

I went ahead and did the testing that I mentioned. This is what I found: Tests: #1: non-CSP version of the VRC car result: no different #2: different force feedback settings - original: filter=0, min = 0, kerb = 12, road effect = 10, slip effect = 9, and abs effect = 0, enhanced understeer effect = on changed to: filter=0, min = 0, kerb = 12, road effect = 0, slip effect = 9, and abs effect = 0, enhanced understeer effect = on result: no different changed to: filter=0, min = 0, kerb = 12, road effect = 0, slip effect = 0, and abs effect = 0, enhanced understeer effect = on result: no different changed to: filter=0, min = 0, kerb = 12, road effect = 0, slip effect = 0, and abs effect = 0, enhanced understeer effect = off result: no different #3: turned off CSP extended physics result: no different #4: turned ON the "more physically accurate gyro implementation" result: no different #5: different cars car: Formula Hybrid 2023 result: more or less the same; perhaps a little less pronounced car: RTT Formula 2024 result: more or less the same; somewhat less pronounced car: NightVenom BMW F82 M4 -- this car has very heavy steering and is a much slower car result: actually pretty fine car: Ferrari F430 Manual result: quite noticeable juddering under braking, which I do not experience with the Kunos Spa track I'm not sure if you can view the road-feel mesh (or whatever it is) from the Kunos track, but I think that might be a good place to start investigating. I think the conclusion that I am drawing after this testing is that it is a) slightly more or less pronounced for different cars, b) very much more pronounced for cars with "lighter"/"floaty" steering like Formula 1 cars c) also noticeable under braking (very much so with the Ferrari F430). I'm not sure if there is more I can do to give useful feedback on this, but if there is just let me know.

mforget

This morning, based on your comment, I loaded up Spring Mountain and it definitely seems to have the same issue (but I would say not quite to the same degree) -- it has approximately the same feeling. For contrast/comparison, I loaded up Spa Francochamps and took the corners at roughly the same speeds and only experienced the slightest of tugs. It feels like maybe its a matter of degree or amplitude? I really wish I could describe this better. After work tonight, I'll do some more testing. Specifically, I'll try different force feedback settings (right now I use filter=0, min = 0, kerb = 12, road effect = 10, slip effect = 9, and abs effect = 0, enhanced understeer effect = on) and I'll also try some different cars as well as the non-CSP version of the VRC car in order to rule out car specific behaviour or some weird CSP physics interaction. It might also be useful for me to try some of your other tracks. Can you recommend some of yours that you did the track surface differently from these 2 on? It might serve as a good comparison point.

mforget

Great looking track! It may have something to do with my setup, which i ran fine om the 3.2 version, but in some breaking point there seems to be a lot of small bumps making the car bounce like crazy (RSS formula hybrid 2023). Any suggestions? Many thanks for the great work!

Jeej Von Beek

Thanks for the valuble feedback! Have you tried any of my other recent tracks like Spring Mountain? https://www.patreon.com/posts/spring-mountain-109711251 (funnily enough probably the closest track to Las Vegas i've made as well) The road surface was made in the same way, so i'd be interested to see if you have the same pulling sensation. Thanks! Ty

Tyrone - Racetracks & Models

I tried the updated track and I wanted to take a moment to offer some feedback. First, great job! I ran into some issues, but I want to be very clear that I appreciate your work. In terms of looks, the track looks very good. The sphere feels a little low-resolution, and it lacks visual structure (normally when you look at it you can see that its got an internal structure of bars and that its not one smooth surface). In terms of frame-rate, the default setting is indeed pretty heavy. In VR, I usually have a locked 90fps but I was getting between 45 and 85 depending on where I was on the track (4070 Ti, Meta Quest 3). I would suggest that instead of making the heavier one be the default and the lighter one an option, you might want to consider making the lighter one the default and the heavier one an option. I did have one pretty serious problem, though -- the road feel in slow turns is problematic. Please bear with me; the sensation is quite hard to describe but I'll try. Its like the road surface has some kind of texture to it, but at slow speeds it makes direct drive wheels (or at least my Logitech Pro) give little micro-tugs through the corner. It almost felt as if I was driving over cobblestone. I only really noticed it at slow speeds, in corners. I'm not really sure what to make of it, but between the micro-tugs as you are turning and the sensation of the wheels struggling to contact the road it makes it hard to enjoy this otherwise wonderful track. I'm not sure if it makes a difference, but the car I was using was VRC Formula Alpha 2024 (CSP).

mforget


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