This is a conversion from a Stock Car Evolution track from around 2011. Road surface is upgraded to Realroad, including heaps more poly's. A small transition added to from apron to track to mirror real track. I had to redo the infield as in the original track I built a totally new racing suface and matched into existing infield and outfield. It was a real mess of a job, so I also added a new infield, it's basic, but way better then it was in rF1. All of the objects stay as they were. 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 only 1 version of the track, a League Version. I some time spent on the AI, and they race really well. But they cannot enter or exit the pits, so short races are recommended. The pacecar moves off the track late before race starts. For fun, run 100% AI, 20 laps, 20 drivers, and start at the back. For PICTURES and a VIDEO, follow the STEAM LINK below. Video shows racing against AI. Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=648773007 Download links and Setups in Stockcar Tracks List Thread Tracks by Machine Daytona | Dover | Kansas | Michigan | New Hampshire | Phoenix | Pocono | Texas | Watkins Glen
Can you please do some of the other tracks like bristol,new hampshire,martinsville ? that would really round this all out perfectly!
Updated to 1.21 The AI seem pretty good now. It appears how good they are depends on the subset of AI you randomly get. Some seem to lift more than other. I know the #1 car is fast. I'd like to poke around some time and see if there is some way of getting a custom group of AI. I started a 200 lap race, and went around 60 laps in. Was running 4th with the lead pack of 4 when I pulled the pin. There were cars all around the track by that stage. If you run a full length race against AI, make sure you sit in and conserve fuel.