It is a known fact that this track has it's inaccuracies, not just with elevations, but also plan layout too. There are many posts on Pleclair's old thread about it even with some overlays comparing it with Google maps.
But, as Guimengo says, it would require very extensive remodelling to get anywhere near real life version. I'm only good with the easy stuff

.
When Snoopy did just that with has AC version (which is also based on Com8's version), there was lots of posts saying even though it's now more accurate with real life version it's now not as fun. People were saying it's less of a roller-coaster.
Anyway, a little progress report what we have been doing since release of last version.
I've been playing with the possibility of adding the F1 GP circuit to the track (At last I hear you say)

. Good news is it's a very high possibility as I've had some good success with adding it.
Better news is it's not the rf1 version I'm adding, but it's mianiak's high detail version of
Nürburgring GP Circuit. Thanks to mianiak for giving me full permission. Sorry for not saying anything sooner as it's taken this long for the permission as mianiak is very very busy with other rf2 things.
I completely removed what was there of the GP circuit and moved into place mianiaks track. It was not a bad fit. I just had to hit it with a big hammer. Took awhile to stitch both tracks together.
Mianiaks track is very detailed, weighing in at 300meg, dropping in a track that big on top of a track already big do expect some loss on framerate. I've been working on trying to improve that by removing a lot more items if you run a lower track detail level than full. I had hoped to try share textures between both track but that was something hard to do and found not a lot I could share.
Tosch has done some texture recolouring, TV camms, and started working on the AI paths. We got working already the short cut to start a timed lap, so you only have to do a warmup lap of the GP circuit and not the full track. Instead of turning left to go onto Nords you turn right to start another lap of GP track. The AI take this path too.
I have bumped into small problem when moving GP track. It seems that the further away you move an object from the centre location 0,0,0 (x,y,z) the more they flicker. Forexample an advert board from a distance was flickering between it and the building it was attached to, or a tyre wall cover was flickering between it and the tyrewall. Think the problem is called z-fighting. In the case of the GP track it's over 3km's from the 0,0,0 point. There seems to be less precision when objects are rendered at this distance. Getting the odd shadow glitch too. As a work around I've been moving objects away from each other so they don't flicker in and out of each other, but if any modder out there knows a better fix please say. An example of Z-fighting:-
https://www.youtube.com/watch?v=CjckWVwd2ek
For now I'm concentrating on the 24Hour layout of the track for now. I've added a few more glow in the dark items to the Nords part.
Nice vid to get you in the mood, this is the layout I'm working to..
Progress has slowed down a bit as I started a full time temp job 3 weeks ago, but I'm still poking at it when I can.
DJC