Lowlands Circuit by Euskotracks View attachment 11630 Version 2.01 (The 1.0 was released a year ago to run a private race). To update de track we have donde this work: - New AIW. - New textures. Version 2.01 New Asfalt and Grass. - Shadows. - Reflections. - Lights to night races. - New Cams. - New billboards. - New Trees. - Corner-Workers. - New kerbs. - New "baguetes" - New objets (wall, crane, vehicles, public, etc...). DOWNLOAD Description (sorry about my english ) Circuit of 6,1 Km inspired by tracings like Monza where it gives priority to high speed. Placed to an altitude of 400 m on the level of the sea, in his design straight lines are inserted - or rapid zones, with different variants: - Turn 1 hard stopped after the km from the principal straight line, being the last meters downhill; the exit of the curve is complicated maybe the most complicated zone. It comes near rapidly to the first chicanne and the raise to the castle: considerable slope. Although you get to high Accelerating thoroughly, it is turning to the right and precisely because of the slope the vehicle chassis twists preventing braking curve for Castillo, left, being the slowest route and giving access to a drop and 800-meter stretch totalemente thoroughly. Is reached: - Second chicane (The variant type Roggia) followed by two right-handers. At this point the circuit plane is similarity between the curves the Roggia to Lesmo at the legendary Italian circuit, although curves have smaller radius and distance between them. After leaving this variant, it returns to accelerte thoroughly, making a small zigzag without lifting the foot up to: - Large curve left open 180 degrees, and that leads to another section of line, slightly curved to the right and with minimal hump before braking hard for: - The penultimate curve of the circuit, about 70 degrees, very technical, with output to a depth of 400 m straight zone. The last corner radius of approximately 110 degrees, which according to setup and grip conditions can be done thoroughly, which is highly recommended because after this the finish line of a km long faces. You must attack all the kerbs!! Thanks a lot! We hope you will like it! Euskotracks Image1 Image2 Image3 Image4 Image5 Image6
Some people told us to change the asfalt and grass textures. Spaskis has done that job and the result is really awesome. Re-edited the download link to the versión 2.01 at the first post.
These tracks just keep getting better and better with each touch-up! The grass is still pretty bright/fluorescent/iridescent compared to anything in real life. I would experiment with replacing it with something from another track that is closer to a real-world texture and colour. There is so much of it in the view that it is the major obstacle to the "immersion factor" right now. Thanks to all who are contributing to this track.
Thanks Marc. The colour of the grass is really a mistery because I used grass (all the diferent layers) of another tracks and the result was always bad: much bright and a bit flourescent. Finaly my mate Spaskis make it darker but we can see that in your monitor, for example, looks still bright. Maybe the question is that the driver looks much of grass... Maybe we have to change the hole landscape... Next week there will be a race at these track (racerfactor.com) and we will speak with the drivers to know their opinion. Thanks a lot for your words. We keep learning to make better tracks!! Enviado desde mi LG-E610v mediante Tapatalk
Can you borrow a texture from another track--like the new ISI kart track? It looks "normal" brightness and colour even on a sunny noon hour.
This is an amazing track. Just incredible. If AI was better (they are exceeding track limits and hitting something on one of the curbs and crashing) ; I am using Auto Line Smooth = 3 so perhaps it is just because all paths are not "corridor-ed" correctly), this track would easily be in my top ten and most likely in my top 5. Anyway you are clearly gifted at track design with this and your other tracks as well. Thanks for sharing this track with us
Hi and thanks. About the track limits... Do you refer the first chicanne? Or another point of the track?. Really kerbs are agresive and it is very difucult to run over them at the first chicanne. If you need it I can try to make them lower.
Just spent an hour racing various cars around this track. What a great layout, challenging and fun with a nice flow to the corners. The AI is a little slow, even on 120% difficulty i am beating them easily, but other than that it is one of my favourite addon tracks. Thanks to the creators! Keep up the good work.