Joesville Speedway Now Available!

Discussion in 'News & Notifications' started by 88mphTim, Oct 13, 2015.

  1. 88mphTim

    88mphTim racesimcentral.net

    Joined:
    Sep 23, 2010
    Messages:
    10,840
    Likes Received:
    314
    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

    15.jpg

    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.
     
  2. Minibull

    Minibull Member

    Joined:
    Sep 28, 2012
    Messages:
    1,556
    Likes Received:
    18
    See, I knew there could be some plot behind the sim, hah!

    Cheers track team :D
     
  3. hexagramme

    hexagramme Registered

    Joined:
    May 25, 2013
    Messages:
    4,245
    Likes Received:
    194
    Great big congrats to the track team on this release.
    Very good stuff indeed, thanks! :)
     
  4. MarcG

    MarcG Registered

    Joined:
    Oct 4, 2010
    Messages:
    6,854
    Likes Received:
    2,234
    Thanks Track Team/ISI.


    hahahaha WHAT?! :D
     
  5. peterchen

    peterchen Registered

    Joined:
    Oct 25, 2011
    Messages:
    2,099
    Likes Received:
    287
    LOL!! Filmset! Good one!
     
  6. Xavier Leggett

    Xavier Leggett Registered

    Joined:
    Aug 11, 2013
    Messages:
    5
    Likes Received:
    0
    Thank you ISI/Track Team for this release!
     
  7. tjc

    tjc Registered

    Joined:
    Jun 4, 2012
    Messages:
    5,884
    Likes Received:
    405
    Thanks Tim/team. :)
     
  8. Jka

    Jka Member Staff Member

    Joined:
    Jan 31, 2011
    Messages:
    954
    Likes Received:
    213
    Movie rFactor... :D

    Thanks, Track Team!:cool:
     
  9. TJones

    TJones Registered

    Joined:
    Oct 5, 2010
    Messages:
    1,074
    Likes Received:
    257
    Thank you!
    Short track seems to be quite a bit shorter with a 700hp Stockcar under the butt, (compared to Skippy). ;)
     
  10. simforlife2

    simforlife2 Registered

    Joined:
    Apr 20, 2015
    Messages:
    175
    Likes Received:
    3
    I liked the track, but not of lighting design seems
     
  11. PearceYaussy

    PearceYaussy Registered

    Joined:
    Apr 23, 2013
    Messages:
    438
    Likes Received:
    2
    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.
     
    Last edited by a moderator: Oct 14, 2015
  12. aguy0523

    aguy0523 Registered

    Joined:
    Mar 30, 2015
    Messages:
    177
    Likes Received:
    36
    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!
     
  13. PearceYaussy

    PearceYaussy Registered

    Joined:
    Apr 23, 2013
    Messages:
    438
    Likes Received:
    2
    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.
     
    Last edited by a moderator: Oct 14, 2015
  14. hexagramme

    hexagramme Registered

    Joined:
    May 25, 2013
    Messages:
    4,245
    Likes Received:
    194
    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.
     
  15. DurgeDriven

    DurgeDriven Banned

    Joined:
    Mar 20, 2012
    Messages:
    6,320
    Likes Received:
    43
    Thanks ISI
     

Share This Page