This is a conversion from a Stock Car Evolution track I scratch built in mid 2011. This version has had banking added to the apron so cutting the dogleg is now safe. You can also put 2 wheels on the apron in T3 & 4. Road surface upgraded to Realroad, including heaps more poly's. The rest stays as it was. I had to edit some of the lighter textures albedo setting to make the track look better. This track is primarily aimed at Leagues. Minimum time spent, as all the Oval tracks will take upto 2 years to get completed. There is 2 versions of the track, an AI (offline) version, and a League Version (Phoenix 312) The offline version has had some time spent on the AI, and they race really well. The League version has the pacecar moving off the track late before race starts. For PICTURES, follow the STEAM LINK below. Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=648740111 Mega: Link here (Preferred download) Dropbox: https://dl.dropboxusercontent.com/u/16249967/Phoenix-Oval-2016-v100.rfcmp Setup: See setups folder link below for all my setups Tracks by Machine Daytona | Dover | Kansas | Michigan | New Hampshire | Phoenix | Pocono | Texas | Watkins Glen Steam | Setups Folder
Thank you for this release and a special thanks for the offline mod of this track . AI is just great, may be the best I've ever seen so far on short oval tracks.
I plan on using the track in our VSCR Stockcar Cup series. After a race at the Daytona track there was talk of using AI to fill the grid so that we have a large number of cars on track. Is it possible to use the league version with AI that is passable enough to be competitive without crashing us. Or alternatively, should we use the offline version for the league race.
Use the offline version. The only major difference is the pace car turns off very late in the Online version. It was added to add a bit of realism to the pacecar. It will still turn off OK in the offline version, just a bit earlier.
Thanks for the quick reply. And thank you also for the good work of bringing these tracks into rfactor 2.
anyone trying DW12 at this track? Im a big fan of the ovals in the Indy Car (despite the lack of necessary in-car adjustments).
I have made a quick test race and all seemed good, using the "Short Track" config. (You can adjust the Anti-Roll Bars in-car if buttons are set for this. Should there be other in car adjustments ?)
Track bar is the only thing you can adjust in car. It is needed, particularly so at Phoenix. At a race a few weeks back, the track went wrecking loose for everyone. There was no sign of this during practice, but race was a game of who could hold on the longest without pitting. We like it that way! We have run this at Sim HQ Motorsports a couple of times without issue.
Ive posted a few times asking ISI to include full in-car adjustments. yes the roll bars are helpful but what would be even better is weight jacker adjustment. This can be make or break for oval racing as it allows the driver to adjust the weight balance front to back, which can be especially useful in drafting as the DW12 has a ton of aero push. But I digress, this track is wonderful and I am excited at the number and quality of oval tracks we are starting to see come out thanks Machine!