rFactor 2

rFactor 2

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Watkins Glen
 
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138.813 MB
Nov 3, 2016 @ 3:13am
Nov 23, 2016 @ 11:18pm
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Watkins Glen

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In 1 collection by Machine
Machine's Stockcar Tracks
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Description
Firstly, this is NOT my original track. It is of unknown origin and is provided for the Stockcar league community. There has been a raft of fixes from the 0.4e version. For the benefit of some who are not stockcar fanatics, at the last minute I added the boot version. (without inner loop)

Watkins Glen Stockcar is a ~2.5 mile road course with 11 corners.
It is a service update of a track originally built for rFactor 1.
Watkins Glen Indycar is a ~3.4 mile road course with 11 corners.
It is a service update of a track originally built for rFactor 1.

Most of the fixes:
New repaving road texture.
Concrete patches removed as per repave.
Pit box texture corrected at ends.
Grass verges fixed at pit exit, before bus stop and various other spots.
Narrow road section before bus stop fixed.
Added poly's in turn 2 to remove noticable feeling of poly's when driving.
Kerbs and track edge lines swapped in from American Stockcar and sharp edges removed from kerbs.
Tyre marks on runoff areas have collision removed. (cause of invisible wall feeling)
Some texture albedo corrections in runoff areas.
New high definition grass detail texture.
Slight reallignment of wall in the esses to remove sharp corner.
Slight change to blending of grass verges.
Added secondary kerbs in bus stop.
Removed kerb and added realroad to runoff at exit of carousel.
Removed excess grass that was showing in odd places.
Completely new AIW file.
Reconfigured some sandy edges.

The AI run quite good. 100% AI strength recommended if your an elite driver.
They are a little slow through the esses, the carousel, and exit of last left hander. Hints for where you can pass: Get a run up for the first 2, or get a low exit and pass on the left (tirn 10) Watch my video, as I do all 3 passes.
As I mentioned, I added the boot version also. The AI Dallaras are fun to race against. There was only a few small changes and a new AIW to get the boot version running.

This is a fill in track until the VLM track becomes available.

v0.6 is first public release.

The original author of this track is unknown. I did quite a bit of digging. This track was created using Bobs Track Builder, probably a very early version as some of the geometry on the track surface was different to later versions of Bobs Track Builder.
The earliest direct link I could find was a Spanish language site with a rF2 conversion. 0.4e. Sim Raceway's Watkins Glen used the source of this track as a base. American Stockcar also used it as a base. I found a conversion of Sim Raceway to an rF1 track. Comparison showed that this track is pre Sim-Raceway. Thanks goes out to the person who built this track.

Configuration: Road Course is enforced.

Non-Steam download links and SETUPS are on the ISI forum:
https://forum.studio-397.com/index.php?threads/watkins-glen.53583/
Setup: See setups folder link in my posts on ISI forum for all my setups.
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Updated to V0.75
Moved safety car so 1st pit stall car can exit without reversing.
Low detail replaces high detail stands with low detail stands. Low detail removes the 3d grass. Medium detail removes a layer of trees. High to full does nothing.
Going from medium to low shadows removes tree shadows
Fixed "lazy" graphic on exit kerb (T10)
Replaced verges with a little nicer texture.
Performance will be better for those who have slower pc's and need to drop detail. Previously everything was on full detail and full shadows in every graphic setting.
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15 Comments
Machine  [author] Jan 12 @ 1:31pm 
This is the one we all want: http://www.virtualr.net/watkins-glen-for-rfactor-2-first-previews.
Now 2 1/2 years on...
Mak80_ Jan 12 @ 8:03am 
thanks machine

P.S. it would be great to have in future a mesh update. now there are some force feedback problems because low mesh
Machine  [author] Nov 23, 2016 @ 11:54pm 
Updated to V0.75
Moved safety car so 1st pit stall car can exit without reversing.
Low detail replaces high detail stands with low detail stands. Low detail removes the 3d grass. Medium detail removes a layer of trees. High to full does nothing.
Going from medium to low shadows removes tree shadows
mike.schreiner Nov 15, 2016 @ 3:32pm 
It is something to get buy on until the scratch built one is comepleted. Thanks Garry
Machine  [author] Nov 8, 2016 @ 2:32pm 
I did a test of the AI on the boot version, the Mercedes group c car.
at 100% ai strength they lapped 1:32 to 1:33
at 70% ai strength they lapped 1:57 to 2:08
Is that still to fast? What lap times are you doing on the boot (indycar) version?
LokiD Nov 8, 2016 @ 11:06am 
love this track but the ai dont seem to change with difficluty theyre really always quick for me! im using the group c mod.
LokiD Nov 7, 2016 @ 12:11pm 
just did a quick lap.. ok doesnt look amazing but it drives well
Yoko Nov 7, 2016 @ 5:54am 
Drove the 0.4 xxx which was very alpha to say the least, thanks for taking your hands on it good stuff
JoeSpeed Nov 6, 2016 @ 8:48pm 
The exit curb on the penultimate corner is the laziest thing I've seen. Also the strangest.
Pedro Delgado Nov 6, 2016 @ 5:59am 
Hey Machine,, can you create the endurance version of the track? it's the same of indy but with the bus stop. Regards