Road Atlanta not gonna happen because Mario Moralis is working on it, no need to do two tracks. I started the convert but I made some problematic decisions during the creation of the track

so I would need much more time to finish it than I thought.
Well there are things I can do and there are things I can't on Mosport.
For creating objects I would have to learn 3ds max or Sketchup (I'm guessing Sketchup is good) and for texturing I would need to learn Photoshop but that's a lot of time, especially the texturing part, because in Sketchup it's not a big deal to build a cube-like object

but to create a texture... I guess. I'm super rookie in these things.
So I thought I should write a "have to do" list about the track, at least what comes to my mind at the moment.
1. new pit (it's on the terrain now, that's the reason for it's bumpiness)
2. T1+T2 runoffs with correct realroad texture directions (right now it's perpendicular to the track at the bottom of T2 because that's also terrain)
3. new kerbs
4. new billboards with new logos
5. ISI-grass
6. ISI-trees
7. new roadside objects (what we have now are from various BTB Xpacks, most of them are placeholders) + pit objects
8. faster AI (altough it's pretty good right now, they beat me at 105%)
9. tarmac-patches on the road like in the real world (the black ones), those give some character to the track
10. new (white-)wall texture, because the one we have now goes completely white in the sun
What can I do from this list? 1 + 2 (in the works) + 8 + 6 (at the very end).
For 3+4+7+9(+10) I would have to use a 3D program for modelling and Photoshop for texturing and that's beyond me.
So the point is I won't be able to make the track nicer than it is now, that requires skills

(I don't have)