rFactor 2

rFactor 2

25 ratings
Daytona International Speedway
 
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113.174 MB
Mar 21, 2016 @ 5:04am
Dec 14, 2016 @ 12:04am
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Daytona International Speedway

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In 1 collection by Machine
Machine's Stockcar Tracks
10 items
Description
Daytona International Speedway is a 2.5 mile oval. 31 degree banking.
It is a conversion from an original scratch built track for Stock Car Evolution. (rFactor 1)
The racing surface has been reworked, adding support for Realroad.
The AI works well here in the Stockcars. 100% strength is recommended.

This is a fill in track until a new 3PA track becomes available (Possibly up to 2 years)
This is specifically designed for League use.
There are some graphical issues, but the track drives beautifully.

For those wanting to race offline, the AI are very good.
You just need to be patient, wait for gaps, don't take risk getting out of the draft. The AI are good at 100%, in fact, very good. Anyone who can beat the AI at 100%....Post here!!!

v1.03 is first release.
v1.2 update
Updated lighting.
Yellow lights now work correctly.
The AI line has been fixed so they pit correctly.
The AI line has been fixed so they can now run safely 2 wide and never lift.
v1.21 update
Attempt at fixing AI. (I think it went OK)
Attempt at fixing light glows (failed on this one-I have no idea why they are half brightness on back straight and turn 3)

Non-Steam download links are on the Studio 397 forum:
https://forum.studio-397.com/index.php?threads/stockcar-tracks-list.53869/
There is also a setup for Daytona there to download. This is a fast setup, there is under 0.1 left to get from what I have seen in online league races.
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15 Comments
marc_collins Dec 14, 2016 @ 8:43am 
Thanks! Now the Daytona Road Course and your oval are both at v1.21. Confused me for a moment ;)
Machine  [author] Dec 14, 2016 @ 12:09am 
Another small update. The AI seem better now, though they do seem to be dependent on how good the random AI group is when you race.
Machine  [author] Dec 12, 2016 @ 5:30pm 
There is something causing the AI to now lift a bit even at 100% I will need to revisit on that again at some point.
TheEngiGuy Dec 12, 2016 @ 3:04am 
Machine  [author] Dec 12, 2016 @ 12:52am 
Updated to 1.2
Updated lighting.
Yellow lights now work correctly.
The AI line has been fixed so they pit correctly.
The AI line has been fixed so they can now run safely 2 wide and never lift.
TheEngiGuy Apr 12, 2016 @ 1:41am 
Thanks dude!
Machine  [author] Apr 11, 2016 @ 5:37pm 
I was not planning to. But I do like to support offline players. I have a few more tracks to do, then I will probably have a look. I would first like to fix the problems with AI cars running too low when side by side, and also lifting dramatically in the same situation.
TheEngiGuy Apr 5, 2016 @ 11:14am 
Sucks that the AI has issues with pit stops. WIll this be fixed?
denimdemon Apr 5, 2016 @ 12:03am 
H thanks for answering, i have indeed the jacksonville 500 installed as well and there i am starting correclty. i will try uninstalling the jacksonville and installing the daytona track to test
Machine  [author] Apr 2, 2016 @ 10:34pm 
I have friended you. It will be a conflict with another mod. I had a look through the rFactor Steam mod list and I cannot see any mods that might conflict. (You can never be sure though) But I have seen another Daytona mod floating around which is a renamed Jacksonville with virtually no changes except the name. Knowing the file structure, if this was installed it may very well cause this to happen. This sort of thing typically happens while building a track, and you have missed naming a material correctly.