rFactor 2

rFactor 2

86 ratings
Bristol Motor Speedway
   
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84.695 MB
Mar 28, 2017 @ 2:29pm
Sep 8, 2020 @ 1:46am
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Bristol Motor Speedway

In 1 collection by Machine
Stockcar Tracks + Mods (NEW Tyre Model)
36 items
Description
Bristol Motor Speedway.
1/2 Mile high banked short oval.

Known issues. AI dive into pits. (AI limitations in rF2 - not their ability, but what you can do on a short track)
There is only one pit lane. So not 2 lanes under green. (not fully supported yet)
After testing we discovered the AI diving into pit lane issue is unavoidable. Effectively, the pit entry AIW line join is too close after the start finish line. Pit entry cannot be later because then you can't get in pits. (AI already dive in) Pit entry cannot be earlier, as we already get start errors. Race starts too early if a car crosses finish line after pace car starts to exit track to pits.

SETUP
See setups near bottom of first post. It's a start & pretty good.
https://forum.studio-397.com/index.php?threads/stockcar-tracks-list.53869/

v1.80 update
Staggered pitboxes up and down pit lane. Designed to give drivers more space like in real life.

v1.75 update
Grip changed to 1.0

v1.60 update
Pacecar release endpoint moved back to correct place.
New Pacecar Line (Centre of track)

v1.50 update
Disable cut track (as per Mountain Pk Speedway)
As fields were approaching 30, online racers were starting to get cut track penalties in error.
Pacecar release endpoint moved as close to finish line as possible. To avoid lap up/lap down penalties common in online races when yellows come out while drivers are in pit lane.
Adjusted Speed Limits to 2018 Specs

v1.40 updates
Fixed some realroad textures missing alpha reflections layer
Cut track FIX (Could get cut track on grass)
Concrete walls use correct material. (Will have correct drag when hitting it)
Safer walls use correct safer material. (Will have correct drag when hitting it)
2018 Loading screen updated to 1.4
TDF Roughness added to bring track to life
Missing objects in mirrors added
Yellow line pit entry and exit
Cones added to remind drivers to stay in or out of pit lane when entering

1.20 DX11 Update
Changes:
DX11 Textures
3D Starter and 2 track workers
Working yellow lights
Black track walls
New loading screen
Added reflections (Thanks Leo)

0.98 First Release

Oh, and the BIGGIE! A new version for online racing with pit lane layout like Martinsville.

Known issues: AI still have problems pitting. They also pit randomly early. I want to eventually fix these issues, but currently I am working on Online first.

See Studio 397 Forum Post:
https://forum.studio-397.com/index.php?threads/stockcar-tracks-list.53869/#post-869275

I would highly appreciate any donations. Please go to http://www.leftturntrackgroup.com/
15 Comments
BetOn Jul 22, 2022 @ 3:15am 
I figured out the AI "congestion" problem so in order to have a much more realistic race against the AIs I recommend using these values:
AI limiter 0-2
In the AIW file:
AIRange=(0.4000)
AISpec=(1.0000,0.0000,0.0000,1.0000)
BetOn Jul 14, 2022 @ 12:21am 
Do you have any tips how to setup an AI race in order to see the field spread out?
I tried aggression at 20-50, limit at 0-50-100 but it doesn't change anything, all the cars are bunched up.
BetOn Jul 7, 2022 @ 4:59pm 
Thanks for the track:
A question: could you make a more realistic night lighting like here? https://www.youtube.com/watch?v=g6cSwvAKYfo
Because right now it's too bright especially the crowd.
Machine  [author] Aug 5, 2018 @ 11:29pm 
There is also AI improvements in this track (not the online one)
AI will now be good to race against. AI now enter pit safely. But DO NOT use yellows.

I found how to make AI go further on tyres. That will be updated in 2016 skins mod once the tracks are all updated.

I did quite a few 200 lap races against AI. Full 40 car field, yellows off, invincible as it's easy to be punted by AI. Awesome fun, it's truly like a conveyor belt.
Poopenshnapples Feb 1, 2018 @ 1:25pm 
Machine makes some of the best tracks on RF2!
Thank you!

A.I in RF2 are not designed to work well with Ovals... as almost any modder would know.
Mercy Kills Oct 29, 2017 @ 10:41pm 
This is very good, do you mind if i port it to Assetto Corsa?
Machine  [author] Jul 31, 2017 @ 9:17pm 
Really sorry guys, somehow got on private. It is set back to public now.
Machine  [author] Jul 27, 2017 @ 4:59pm 
To fix current AI issues, the only option is to use 2 track versions. A 20 car limit version with pits only on the front straight. And a 40 car version with walls adjusted like Martinsville with a back straight pit entry and exit. It's something I may look at next year if S397 has not given us reworked AIW capabilities.
Jbvol Apr 8, 2017 @ 6:05pm 
Thank you!
Machine  [author] Apr 6, 2017 @ 6:18pm 
Known issue with AI entering pits, but the pit needs to fork from main path after sector 1 timing line. Until S397 update AI code I can't fix that.
As far as AI crashing, not sure why. I ran a 100 lap race with 20 AI, none crashed.