Here is some writing and a bit of back ground for anyone one that likes to read behind the scenes of modding of a track.
I had a small problem with track. I have this fixed already for next version. A while ago S397 changed the way they did clouds. Track was working fine before but now I have a small glitch where clouds would turn from sunny to overcast in a spit second. See this thread
HERE.
The fix is to lower the track to sea level. Easier said than done, please keep reading

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Graphics
Lowering all the graphics were not too bad, I could do that in one easy step in 3DsimEd3. Very easy. Had to make sure all 5 layouts still worked. All good.
AI paths
I thought this was going to be hard. The track has 5 different layouts, each one is different. Each layout has multiple AI paths for different cars, block paths, garage locations, pitstops etc. This I thought would take a long time to lower everything to ground level. I was very pleased to see when I opened the AIW editor, the heights of the paths and pit spots automatically snapped to the ground for all AI paths. It was satisfying to watch the AI cars that were floating 500 metres above the ground come to earth and smack down to ground level like they were in a super hero film or something

. Did that with all 5 layouts, and all good.
Track Lights in the .scn file
This was ok to do, it's just line items in the scn file that I just took off 500 metres off on each one, not too hard. Some of the lights are shared between layouts that were easy just to copy and paste. All 5 layouts done and working.
Track side cameras
Now this was the hard one. I was hoping there was some quick option in the Cam Editor to lower everything in one easy step. Nope

. Looked for 3rd party apps that could help, nope.
The track has on each of it's 5 layouts 4 groups of cameras. No way I want to do all them again.
I though I would have a look in the cam file, and see how easy it would just to manually edit each one. That would have taking along time just doing that. But, in the cam file I found not only would I have to change the positions of each camera but there are other things that are needed to change too. There are 'Activation Locations'. Also there are a number of tracking cameras too like a drone path that follows 6 points. Each of them 6 points would have to lowered too. They are called 'ControlPoints'
Lets pick the 24 Hour layout for example.
306 Cameras
534 Activation Locations
301 Control Points
Total=1141 for just the one layout

Times that by 5 layouts = 5705
Something I used many years ago was software called 'Auto Hotkey'. I wrote a script with it that would find these lines in the cam file and recalculate the height taking 500 metres off each one. Took a while to figure out how it worked but managed with a lot of try and error, got all 5 layouts done.
@svictor will be proud of me.
The things I do for you lot

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As said that will be in next update. All the above was done about a month ago. I'm already onto bigger stuff for the track:-
New layout:
I mentioned already I've been working on new layout, as you can see in screen shots below, I've already made a 'start' on it.

A lot of late nights were put into it.
24 Hour/ VLN Cock Lap patched
As everyone knows with my track you can do one lap around the GP track and take a short cut to start your timing lap without having to do a whole lap of the Nordschleife. This works out of the box. The downside of this is if you were to go around the GP track again, than the timing goes wrong and you end up with a sub 2 minute time. We in our league call this 'The Cock lap', done by Cock heads. We always get one person do this, we just DQ them. Something I found while making the 'Bridge to Gantry' layout with all it's special timing gates, I found a way to stop people doing the 'Cock lap'. This patch will be also be in the next version of the track.
Christmas again in January, maybe?