Update 09.20.2017: Road America v1.4 update: Changes: - switched from 3D-trees to 2D-trees - added the Bend version of the track - improved performance with rearview mirror on - shadow optimisations (higher performance) - removed the shadows of spectators - removed the shadows of most of the cars/RVs/trucks/tents - for the farther ones - terrain geometry optimisations (less polygons) - texture/material fixes/changes - adjusted (narrower) red-yellow curbs - improved/rounder road mesh in every corner - adjusted terrain background picture - terrain elevation changes - adjusted camber in T8 - removed static skidmarks at various places - rF2 material changes on walls/tirewalls - removed bumps in carousel - added bumps in certain spots on the track (before T1, at T2, before/at T12, before T14) - added curb-road transition textures - added 3D fence posts - added small billboards around the track - added an invisible collider around the track so your car can't fly out into the woods... - fixed the Jumbotrons in rainy weather - added animated TV workers - increased the grip a tiny bit - fixed cones and signs in night time - other fixes/changes I can't recall... - the performance improvement should be between +30-70% in DX11 mode compared to the original version of the track, depending on the part of the day and the part of the track - the AI needs improvements, next update steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=822332297 Here is Road America 2016 v1.0. Things: - I consider this a version 1.0 however I know there are things on the track I could improve but I won't have time in the next months. This track modding is like there is always something you can fix/do better on the track - the track was made with 3D trees so the performance is low, you need a good PC - despite my efforts the track doesn't look like how I wanted to look like because the game limits the maximum shadowcasting range: https://forum.studio-397.com/index.php?threads/gjed-vs-devmode-vs-rf2.53553/ - I spent much more time with the AI than on Mosport to make sure it's competitive but I couldn't figure out how to make it faster in the kink (turn 11). It's a very high speed corner and some cars just don't want to behave how I want it if you find that certain car/mod is slow in the kink then increase the AI strength, they will gain time mostly there by gaining grip. Cars which slow down too much in my experience: ISI Nissan GTR/Chevrolet GT2, Stockcar 2015. Obsiously I couldn't test all the mods. The URD and the Enduracers mods are good. - this track was a one person project from start to finish. Thanks to hexagramme for the advices (AI) and Steve76 who made the racegroove mapping. Thanks for the testing Emery and Chris Lesperance - if my time let me to do it I will make an update with the bend version (I couldn't finish this) and with billboard trees or X trees and some optimizations - right now this is the best I can do This is it for now, have fun! http://www.mediafire.com/file/53bb7h1ahqzz70g/RoadAmerica2016_v1.0.rfcmp https://www.dropbox.com/s/81de6oga740pmjc/RoadAmerica2016_v1.0.rfcmp Original post: 10.16.2016: Hi guys! So right in the middle... In August I started a new project called "roadmurica" and as you may noticed I didn't say a word about it except for some Hungarian fellas. Some of you may ask why would I do another Road America, we already have two? Well let's just say I was unhappy with them and because I can and because I wanted and that's the short story. Until now I thought I shouldn't release the track because of the reasons I just described, you may think I'm an idiot for doing a third Road America while there are numerous tracks out there waiting for modding but in the recent days I changed my mind. I made it so I'm going to release it. The project is at around phase 0.99 so almost ready, I'm waiting for a fellow forum member to polish the AIW and the CAM. The track is 95% scratch made by me, the another lets say 5% is ISI textures and ISI trackside objects (US trucks, cars etc) and some other trackside object from other xpacks. On the sidenote: when I started the project I had an idea about how should this track look like and part of this "vision" was the more authentic looking trees, or maybe not the trees but the whole atmosphere. I don't like the billboard trees... so in the end I made 3D trees or something like that. One note: because of this the track is a GPU killer. Lowering the FSAA level doesn't help much, it's the shadows. So that's it, here is a video: If you like this track or Mosport and would like to see more projects from me (I have a few in my mind because I like this "job") please consider donating , I need to learn 3ds max but with a job it's not easy.