We promise no intrusive ads, Please help keep the community alive
Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.
Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.
-
Posts
50 -
Joined
-
Last visited
-
Days Won
43
Reputation Activity
-
BEight got a reaction from andrey zyb for a file, Sector Map for TDU: Oahu
This is a high resolution map of all the sectors in TDU's Oahu. Use it as a guide for your own world editing.
Happy world building.
BTW, If you want to use this map to explain which sectors are affected by your mod, go ahead.
-
BEight got a reaction from Glone for a file, New Roads Project: Mountain Pass
Summary:
Adds one of the new roads from TDU2 to TDU1.
Installation:
Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files.
Entry points:
Known Issues:
Tree flickering
A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it.
Floating trees
I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork.
-
BEight reacted to Reymondox for a file, [TDU Platinum] Porsche 911 E Sound Mod!
Hi!
Made with a lot of love , I hope you like it!
ⓞ---------------Contributions---------------ⓞ
I finally learned how to set up and tune real life sound samples!
You can send me samples like this to make sounds of
your favorite cars!
ⓞ--------------------------------------------ⓞ
ⓞ----------------Information----------------ⓞ
This is a sound mod for Test Drive Unlimited with the Platinum mod.
Replace the sound of the Porsche 911 E in the game.
The download includes the mod and a copy of the original files in
case of uninstall.
ⓞ-------------------------------------------ⓞ
-
BEight got a reaction from PhanTimo for a file, New Roads Project: Mountain Pass
Summary:
Adds one of the new roads from TDU2 to TDU1.
Installation:
Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files.
Entry points:
Known Issues:
Tree flickering
A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it.
Floating trees
I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork.
-
BEight got a reaction from MrSteve_4953 for a file, New Roads Project: Mountain Pass
Summary:
Adds one of the new roads from TDU2 to TDU1.
Installation:
Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files.
Entry points:
Known Issues:
Tree flickering
A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it.
Floating trees
I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork.
-
BEight got a reaction from Eliezer for a file, New Roads Project: Mountain Pass
Summary:
Adds one of the new roads from TDU2 to TDU1.
Installation:
Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files.
Entry points:
Known Issues:
Tree flickering
A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it.
Floating trees
I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork.
-
BEight got a reaction from IIDANIEL for a file, New Roads Project: Mountain Pass
Summary:
Adds one of the new roads from TDU2 to TDU1.
Installation:
Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files.
Entry points:
Known Issues:
Tree flickering
A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it.
Floating trees
I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork.
-
BEight got a reaction from Kishin for a file, New Roads Project: Mountain Pass
Summary:
Adds one of the new roads from TDU2 to TDU1.
Installation:
Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files.
Entry points:
Known Issues:
Tree flickering
A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it.
Floating trees
I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork.
-
BEight got a reaction from tdubot for a file, New Roads Project: Mountain Pass
Summary:
Adds one of the new roads from TDU2 to TDU1.
Installation:
Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files.
Entry points:
Known Issues:
Tree flickering
A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it.
Floating trees
I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork.
-
BEight reacted to Reymondox for a file, [TDU Platinum] 426 HEMI Sound Mod Pack!
Hi!
Made with a lot of love , I hope you like it!
ⓞ---------------Contributions---------------ⓞ
I finally learned how to set up and tune real life sound samples!
You can send me samples like this to make sounds of
your favorite cars!
ⓞ--------------------------------------------ⓞ
ⓞ----------------Information----------------ⓞ
This is a sound mod for Test Drive Unlimited with the Platinum mod.
It includes stock and supercharged versions.
Stock Sound:
-Dodge Challenger R/T 426
-Dodge Charger R/T 426
-Dodge Charger R/T SuperBee 426
-Dodge Charger R/T TorqueFlite 426
-Dodge Coronet R/T SuperBee 426
-Plymouth Cuda 426
-Plymouth GTX Hemi
-Plymouth Superbird Hemi
(And all its variants)
Supercharged Sound:
-Dodge Challenger R/T Drag
-Dodge Charger R/T Drag
-Plymouth GTX Drag
The download includes the mod and a copy of the original files in
case of uninstall.
ⓞ-------------------------------------------ⓞ
-
BEight got a reaction from Petrolhead for a file, New Roads Project: Mountain Pass
Summary:
Adds one of the new roads from TDU2 to TDU1.
Installation:
Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files.
Entry points:
Known Issues:
Tree flickering
A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it.
Floating trees
I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork.
-
BEight got a reaction from Mannard for a file, New Roads Project: Mountain Pass
Summary:
Adds one of the new roads from TDU2 to TDU1.
Installation:
Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files.
Entry points:
Known Issues:
Tree flickering
A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it.
Floating trees
I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork.
-
BEight got a reaction from Ryzza5 for a file, New Roads Project: Mountain Pass
Summary:
Adds one of the new roads from TDU2 to TDU1.
Installation:
Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files.
Entry points:
Known Issues:
Tree flickering
A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it.
Floating trees
I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork.
-
BEight got a reaction from Mannard for a file, Dillingham Airfield Resurfaced (OBSOLETE) mod now merged with New Roads Project: Waialua backroads
About:
This mod allows you to drive on Dillingham airfield.
This mod adds a collision surface to the far north-west airport of Ohau as well as sharper cleaner Hmap textures. The runway also has some markers for 1/4 mile and 1/2 drag racing. The airfield is enterable using the slip road already present in the original game, the barrier has been removed.
Installation:
Extract the Rar into your tdu directory.
WIP
I may make more changes to this when I get a chance, nothing is truly final.
-
BEight reacted to MeFisto94 for a file, Andraste Modding Framework
Andraste Modding Framework
Andraste, at it’s core, is a generic modding framework, aiming to bring a modern toolset into old (DX 9) and modern games alike. It does so by injecting a .NET FX Runtime into native applications, allowing us to code the framework in a safe language (C#), which even opens up the possibility to write code modifications in .NET languages, that interface seamlessly with the native code of the game.
Note: While this is in the TDU2 category, Andraste can also be used for TDU1 and potentially a lot of other games (unless they are 64 bits or have some protective anti cheat system)
How to run Andraste
Andraste comes with a UI Launcher and a bundled version of the generic framework (in the most recent version). That is all you need,
just start Andraste.UILauncher.exe, create a profile (you can have multiple profiles and quickly switch between them) and you are ready to go.
You'll want to click "open mods folder" to download/add mods to your profile and then you can press "Start Game".
If your mods don't come in an andraste ready format, check the below "Converting a Mod into the Andraste Format" and contribute the file to turboduck 😉
If you still have problems launching Andraste, see our Docs on using the Launcher and "installing" mods.
Converting a Mod into the Andraste Format
First, make sure that you have the permission of the original author to convert/upload the andraste version of the mod.
Then, follow our Getting Started Guide
What can I use it for, at the moment?
If you managed to convert a mod, you can now use (and remove!) these game mods, without changing your unpacked(!) base game (the game needs to be unpacked, because the VFS feature only replaces existing files, it doesn't create packed files yet).
While this feature may not be impressive yet (besides removing mods without having to have a backup of your game folder somewhere), there is much more possible with that technique, but that takes manpower and time.
Internally, we're currently using the scripting functionality to find out more about the game and progress on different fronts such as multiplayer or asset manager, so definitely stay tuned for further progress, at some point, we will release the TDU2 Modding Framework, that is an additional layer on top of Andraste, providing TDU2 specific features (patching files inside BNKs, running on a packed game, hot reloading, ...)
If you need further assistance, don't hesitate to read our documentation, post in the relevant forum thread, here on turboduck, or in #tdu-modding on https://discord.tduniverse.org
Andraste is a TDUniverse Umbrella Project by MeFisto94 and redd
-
BEight reacted to Reymondox for a file, [TDU Platinum] Ferrari 308 GTS Sound Mod!
Hi!
Made with a lot of love , I hope you like it!
ⓞ-------------------Credits-------------------ⓞ
Samples by Kunos Simulazioni.
Page: http://www.kunos-simulazioni.com/main/
Game: Asetto Corsa
ⓞ--------------------------------------------ⓞ
ⓞ----------------Information----------------ⓞ
This is a sound mod for Test Drive Unlimited with the Platinum mod.
Replace the sound of the Ferrari 308 GTS and its tuned variants,
like the 308 GTO.
The download includes the mod and a copy of the original files in
case of uninstall.
ⓞ-------------------------------------------ⓞ
-
BEight got a reaction from W2SteveCartthy-BR for a file, Dillingham Airfield Resurfaced (OBSOLETE) mod now merged with New Roads Project: Waialua backroads
About:
This mod allows you to drive on Dillingham airfield.
This mod adds a collision surface to the far north-west airport of Ohau as well as sharper cleaner Hmap textures. The runway also has some markers for 1/4 mile and 1/2 drag racing. The airfield is enterable using the slip road already present in the original game, the barrier has been removed.
Installation:
Extract the Rar into your tdu directory.
WIP
I may make more changes to this when I get a chance, nothing is truly final.
-
BEight reacted to MeFisto94 for a file, [TDU1 + TDU2] Telnet Debug Server - Read developer logging information
This tool is very simple: You start it before starting the game (in a console) and it will print the (remaining) developer logging of the games (both TDU1 and TDU2).
Apparently this log is mostly targeted towards networking, but it never hurts to open it, when debugging weird issues.
Example Logging:
edStoreBank::RegisterWellknownCRC(0xEB21,COREREQUESTS_R_TEAMMEMBER_GET_NB) Done edStoreBank::RegisterWellknownCRC(0x4A65,COREREQUESTS_A_TEAMMEMBER_GET_NB) Done edStoreBank::RegisterWellknownCRC(0xEF1F,COREREQUESTS_R_TEAMMEMBER_ENUM) Done edStoreBank::RegisterWellknownCRC(0x5F05,COREREQUESTS_A_TEAMMEMBER_ENUM) Done edStoreBank::RegisterWellknownCRC(0xF4B5,COREREQUESTS_R_TEAMPRIZE_ADD) Done edStoreBank::RegisterWellknownCRC(0xB30A,COREREQUESTS_A_TEAMPRIZE_ADD) Done edStoreBank::RegisterWellknownCRC(0xF0EE,COREREQUESTS_R_TEAMPRIZE_REMOVE) Done edStoreBank::RegisterWellknownCRC(0xD4BD,COREREQUESTS_A_TEAMPRIZE_REMOVE) Done edStoreBank::RegisterWellknownCRC(0x5433,COREREQUESTS_R_TEAMPRIZE_DETAILS) Done edStoreBank::RegisterWellknownCRC(0x3E72,COREREQUESTS_A_TEAMPRIZE_DETAILS) Done edStoreBank::RegisterWellknownCRC(0x7928,COREREQUESTS_R_TEAMPRIZE_GET_NB) Done edStoreBank::RegisterWellknownCRC(0x2C42,COREREQUESTS_A_TEAMPRIZE_GET_NB) Done edStoreBank::RegisterWellknownCRC(0xBBA7,COREREQUESTS_R_TEAMPRIZE_ENUM) Done edStoreBank::RegisterWellknownCRC(0x9F7C,COREREQUESTS_A_TEAMPRIZE_ENUM) Done edStoreBank::RegisterWellknownCRC(0x161C,COREREQUESTS_R_FRIENDS_TEAMS) Done edStoreBank::RegisterWellknownCRC(0x9A36,COREREQUESTS_A_FRIENDS_TEAMS) Done edStoreBank::RegisterWellknownCRC(0x33A4,COREREQUESTS_R_FRIENDS_GETIDS) Done edStoreBank::RegisterWellknownCRC(0xD535,COREREQUESTS_A_FRIENDS_GETIDS) Done edStoreBank::RegisterWellknownCRC(0x7426,COREREQUESTS_R_GETTIME) Done edStoreBank::RegisterWellknownCRC(0x2550,COREREQUESTS_R_CREATE_REPLAY_STREAM) Done edStoreBank::RegisterWellknownCRC(0xCBA7,COREREQUESTS_R_OPEN_REPLAY_STREAM) Done edStoreBank::RegisterWellknownCRC(0x08D9,COREREQUESTS_E_UNRELIABLEAPPEND_REPLAY_STREAM) Done edStoreBank::RegisterWellknownCRC(0x724A,COREREQUESTS_R_RELIABLEAPPEND_REPLAY_STREAM) Done edStoreBank::RegisterWellknownCRC(0x91ED,COREREQUESTS_A_RELIABLEAPPEND_REPLAY_STREAM) Done edStoreBank::RegisterWellknownCRC(0x2557,COREREQUESTS_R_CLOSE_REPLAY_STREAM) Done **WARNING** in edStoreBank::RegisterWellknownCRC(0xC41D,CRC_GPSTRACKER_R_TRACK_USERS) => Already existing , updating **WARNING** in edStoreBank::RegisterWellknownCRC(0x61CB,CRC_GPSTRACKER_A_TRACK_USERS) => Already existing , updating edStoreBank::RegisterWellknownCRC(0x55AE,CRC_GPSTRACKER_R_GET_DENSITYMAP_BY_LEVEL) Done edStoreBank::RegisterWellknownCRC(0xD768,CRC_GPSTRACKER_A_GET_DENSITYMAP_BY_LEVEL) Done edStoreBank::RegisterWellknownCRC(0xFED9,CRC_GPSTRACKER_R_GET_DENSITYMAP_BY_LEVEL_EX) Done edStoreBank::RegisterWellknownCRC(0x8BD0,CRC_GPSTRACKER_A_GET_DENSITYMAP_BY_LEVEL_EX) Done edStoreBank::RegisterWellknownCRC(0xECE3,CRC_GPSTRACKER_R_GET_DENSITYMAP_BY_LEVEL_EX2_PLUS) Done edStoreBank::RegisterWellknownCRC(0x1667,CRC_GPSTRACKER_A_GET_DENSITYMAP_BY_LEVEL_EX2_PLUS) Done =>EnumerateContext() => TRUE , 1 items -Found SaveGame: Name:playersave Type:4 DeviceID=0 -SAVE GAME OK EnumerateContextEnumerateContextEnumerateContextEnumerateContext=>0 =>EnumerateContext() => TRUE , 1 items -Found SaveGame: Name:playersave Type:4 DeviceID=0 -SAVE GAME OK EnumerateContextEnumerateContextEnumerateContextEnumerateContext=>0 =>EnumerateContext() => TRUE , 2 items -Found SaveGame: Name:playersave Type:4 DeviceID=0 -SAVE GAME OK -Found SaveGame: Name:playersave2 Type:4 DeviceID=0 -SAVE GAME OK EnumerateContextEnumerateContextEnumerateContextEnumerateContext=>16 in CP2PGameService::ChangeSessionMode(SessionModeNone) in CP2PGameService::ClearCurrentSession() edNetGamespyManager::DeleteSessionMultiChallenge() FAILED : Not connected =>EnumerateContext() => FALSE , 0 items =>EnumerateContext() => TRUE , 2 items -Found SaveGame: Name:playersave Type:4 DeviceID=0 -SAVE GAME OK -Found SaveGame: Name:playersave2 Type:4 DeviceID=0 -SAVE GAME OK EnumerateContextEnumerateContextEnumerateContextEnumerateContext=>0 =>EnumerateContext() => FALSE , 0 items INSTANTCHALLENGE : [UNCONNECTED]: new State: none CSysMessageMgr::RankingReadGlobalByRank() =>IsRankingServerAvailable = False ===============Dumping MutexList======================================= ->found mutex PhysicsLock : NbLocks=230165 ======================================================================= ===============Dumping MutexList======================================= ->found thread PhysThread : ThreadID=40ccFA8858 =======================================================================
-
BEight reacted to Reymondox for a file, [TDU Platinum] Skyline GTR Sound Mod Pack!
Hi!
Made with a lot of love , I hope you like it!
ⓞ-------------------Credits-------------------ⓞ
2000 GTR Samples by Yuri Blake & Abbo90.
Channel: ??
Mod: ??
R32 samples by Espirit3905.
Channel: https://www.youtube.com/user/Esprit3905
Mod: https://www.youtube.com/watch?v=kd8HNP_p5f8&t=19s&ab_channel=Esprit3905
Tuned R32 and R33 samples by MNBA Group.
Page: https://www.patreon.com/mnba
Mod: https://www.patreon.com/posts/nissan-skyline-62765481
R34 samples by Kunos Simulazioni.
Page: http://www.kunos-simulazioni.com/main/
Game: Asetto Corsa
Tuned R34 samples by Kaiser.
Channel: ??
Mod: ??
Second Tuned R34 samples by RWB Banksy Kai.
Page: https://discord.gg/JydhbJG
ⓞ--------------------------------------------ⓞ
ⓞ----------------Information----------------ⓞ
This is a sound mod for Test Drive Unlimited with the Platinum mod.
It includes stock and tuned versions. Also it includes turbo and pop
sound effects for its tuned versions.
2000 GT-R Stock sound:
-Nissan Skyline 2000 GT-R (KPGC10)
(and its tuned versions)
R32 GT-R Stock sound:
-Nissan Skyline R32 GT-R
(and some of its tuned versions)
R32 GT-R Tuned Sound:
-Nissan Skyline R32 GT-R Mines
-Nissan Skyline R32 GT-R DoLuck
-Nissan Skyline R32 GT-R TopSecret
R33 GT-R Stock sound:
-Nissan Skyline R33 GT-R
(and some of its tuned versions)
R33 GT-R Tuned Sound:
-Nissan Skyline R33 GT-R AbFlug
-Nissan Skyline R33 GT-R TopSecret
R34 GT-R Stock sound:
-Nissan Skyline R34 GT-R
R34 GT-R Tuned Sound:
-Nissan Skyline R34 GT-R Mines
-Nissan Skyline R34 GT-R Autech
-Nissan Skyline R34 GT-R Cwest
-Nissan Skyline R34 GT-R Veilside
-Nissan Skyline R34 GT-R Veil
-Nissan Skyline R34 GT-R Viper
R34 GT-R Second Tuned Sound:
-Nissan Skyline R34 GT-R 2F2F
-Nissan Skyline R34 GT-R Nismo
The download includes the mod and a copy of the original files in
case of uninstall.
ⓞ-------------------------------------------ⓞ
Recomended to use with:
-
BEight got a reaction from iFabz for a file, SHKR Starter
Goes with the TDU1 Map-editing Walkthough by B-Eight (SHKR, HMAP) Guide.
This is basically a start-up. Blend file to get you started with TDU map modding. TDUWE only accepts a very specific set of names in an organised hierarchy, in the Z=Y axis format. This is extremely hard to get right and the results will be pretty much the same. So to save the headache, I’m just including this.
Blender is unable to export .daes properly. To counter this, I Included a Notepad++ macro I improvised months ago.
-
BEight reacted to Milli for a file, -> TDU Platinum Dealer Updates <- 01 - US Independents Dealership Update
Good news!
I've been thinking about this for a while, and i finally decided to do it so. Everyone knows that Platinum 2.0 is under development, at a really not desired pace, but moving nonetheless, also, what not everyone knows is my progress schedule. I am working a dealer at a time, so i decided, why not release small updates once i finish these dealers?
This way, you guys not only will be able to follow my progress closely, how will also be able to enjoy new things without massive waiting times. Although, not everything is good, and there are compromises. One of them is, these updates are not cumulative and not single picked downloads, if you skip one, the next one might cause bugs and crash your game, so, download all of them and keep yourself up to date!
I mean, if you haven't downloaded and installed update 01, the following update (02), won't work. You will need to download 01, and 02, install both.
Another compromise, if you edit the database of the game, your personal changes will not be carried over.
Now, keeping that in mind, download it and have fun.
-> How to install <-
Just replace the files in the according folders. (v1.21 MUST be installed before this)
-> 01 - US Independents Update Content <-
- Updated Shelby Series 1 with stripeless variation added as a tune
- Updated Saleen S7 Twin Turbo and Saleen S7 Twin Turbo Competition with fixed gauges and new tailight texture
- Updated SSC Ultimate Aero with fixed shadows, new tailight texture, paintable interior and GPS screen
-
BEight reacted to EJS5000 for a file, TDU 1 Dodge/Chrysler 440 Sound Mod
A sound mod for Test Drive Unlimited 1 for vehicles to equip a Dodge/Chrysler 440. Examples of some models that came with the 440 as an option was the Dodge Challenger/Charger and Plymouth Roadrunner. To install just rename the file to vehicle you want to put it on in the file directory Test Drive Unlimited/Euro/Bnk/Sound/Vehicules (Be sure to back up original file).
Sound Sample Credit:
https://youtu.be/wIazthoMi_8
-
BEight reacted to Reymondox for a file, [TDU Platinum] Porsche 991 Turbo S, Targa 4S & Carrera S Sound Mod!
Hi!
Made with a lot of love , I hope you like it!
ⓞ-------------------Credits-------------------ⓞ
Samples by Kunos Simulazioni.
Page: http://www.kunos-simulazioni.com/main/
Game: Asetto Corsa
ⓞ--------------------------------------------ⓞ
ⓞ----------------Information----------------ⓞ
This is a sound mod for Test Drive Unlimited with the Platinum mod.
Replace the sound of the Porsche 991 Carrera S, the Targa 4S and the
Turbo S.
The download includes the mod and a copy of the original files in
case of uninstall.
ⓞ-------------------------------------------ⓞ
-
BEight got a reaction from MrSteve_4953 for a file, Dillingham Airfield Resurfaced (OBSOLETE) mod now merged with New Roads Project: Waialua backroads
About:
This mod allows you to drive on Dillingham airfield.
This mod adds a collision surface to the far north-west airport of Ohau as well as sharper cleaner Hmap textures. The runway also has some markers for 1/4 mile and 1/2 drag racing. The airfield is enterable using the slip road already present in the original game, the barrier has been removed.
Installation:
Extract the Rar into your tdu directory.
WIP
I may make more changes to this when I get a chance, nothing is truly final.
-
BEight got a reaction from tdubot for a file, Dillingham Airfield Resurfaced (OBSOLETE) mod now merged with New Roads Project: Waialua backroads
About:
This mod allows you to drive on Dillingham airfield.
This mod adds a collision surface to the far north-west airport of Ohau as well as sharper cleaner Hmap textures. The runway also has some markers for 1/4 mile and 1/2 drag racing. The airfield is enterable using the slip road already present in the original game, the barrier has been removed.
Installation:
Extract the Rar into your tdu directory.
WIP
I may make more changes to this when I get a chance, nothing is truly final.