Though some of you may have had a version of Joesville for a while (it was the ‘example’ track included in Dev Mode), this is our first official packaged release. News post: http://rfactor.net/web/2015/10/13/joesville-speedway-now-available/ Track profile: http://rfactor.net/web/rf2/tracks/joesville-speedway/ Download: 122MB Description: This tricky short-oval of just 0.41 miles feels like a similar drive, albeit a lot slower speed, to Richmond or Irwindale. With room for two cars side by side the whole way around the race track, this place is packed with excitement. The unsophisticated infield, lack of SAFER barriers and short layout, make Joesville really feel like a track you could visit in any small town USA location. History: Many thought Joesville, the town with a nearby Speedway, was surrounded by picturesque rock formations. Infact, they turned out to be an elaborate movie set that were never removed after filming of the movie ‘rFactor’ wrapped in 2008. It turns out that after the huge painted wooden horizon boards were removed, they revealed the true location of Joesville Speedway, including palm trees and the humid Florida landscape.
Thank you! Short track seems to be quite a bit shorter with a 700hp Stockcar under the butt, (compared to Skippy).
Oh lord. Looks like I'm making another AIW file... Same very unrealistic lines as the rF1 version. Have y'all ever seen an actual short track race?? "Coming out of t2 the outside wall wants to take you out" hahaha yeah if you take THAT line... If y'all had bothered to even look at it, you would have seen that it slows the AI down tremendously because they can't even get on the throttle until the very end of the turn or they will hit the wall. The "apex" of the turn is supposed to be around mid-turn, not right after corner entry. I'll upload my new AIW when I finish it.
UGHHH! Finally, someone who knows stock cars. AIW for the ovals are not right. I don't know how to mod that though, so I'm stuck. Get 'er done!
Yep, did AI all the time for NR2003 (basically the same concept, race line, inside, ouside, pit lines, ect.") so I have an idea how it should be. Might do jacksonville as well, they take a weird unnecessary line entering T1. Ill see what I can do. What I like to do is drive the lines full speed when creating them. That gives the most realistic lines and hasn't failed for me yet.
I'm running my AI at around 105 strength, 80 aggression and 5 limiter, and they certainly don't lose any speed coming off the turns down the straights.