rFactor 2

rFactor 2

87 ratings
Daytona International Speedway
File Size
115.616 MB
Mar 21, 2016 @ 5:04am
Apr 6 @ 10:56pm
10 Change Notes ( view )

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Daytona International Speedway

In 1 collection by Machine
Machine's Stockcar Tracks + Other Stockcar Stuff
31 items
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!!!

v1.75 update
Grip changed to 1.0

v1.60 update
Reduced grip in corners to 0.95 (To get closer to tyre wear!)
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

v1.41 update
Added an Unrestricted version of the track. Works with Nascar 2016 Skins mod.

v1.4 update
_WET added to realroad material names
Fixed some realroad textures missing alpha reflections layer
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)
Cut track FIX (Could get cut track on grass)
Startman fixed (Waved green only before)
TDF Roughness added to bring track to life
Weird shadows following track fixed
Yellow lights fixed (They were not fixed properly last time)
Yellow line pit entry and exit
Cones added to remind drivers to stay in or out of pit lane when entering pits
2018 Loading screen updated to 1.4
AIW adjusted to make pace car come out earlier (middle turn 3&4 instead of almost at finish line)

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)

v1.03 is first release.

Non-Steam download links are on the Studio 397 forum:
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.

I would highly appreciate any donations. Please go to http://www.leftturntrackgroup.com/
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Machine  [author] May 2 @ 6:41pm 
No road course. There are other Daytona mods that have road course.
jacobmoney4 May 1 @ 6:32am 
is there the road course included in this?
FHarbor Jul 9, 2019 @ 10:20am 
Your GPU AND CPU both not enough to run a lot of AI's.
Umbreawesome Jun 29, 2019 @ 6:53pm 
My computer

AMD FX- 6300 Six core processor 3.50 GHz

RAM 16 gb

64 bit windows 10

running an Nvidia GTX- 720 graphics card

Mabe my computer just cant run that many AI well or something?
Umbreawesome Jun 29, 2019 @ 6:49pm 
Yeah. The classic stock cars.

I can do a race with 26 though.

Maybe I have my game set wrong or something because the 2016's also do the jittery thing for me. Thats what I used and I kept reducing the number of opponents until it stopped happening.

Possibly my computer is doing something that causes that many AI to not work well I guess.

Was just sorta wanting to run a full Daytona 500 against AI's because I thought it would be an interesting time.

Thank you for getting back to me on that though.
Machine  [author] Jun 29, 2019 @ 4:17pm 
By classic stock cars, you mean the 70's Mod?
Machine  [author] Jun 29, 2019 @ 4:16pm 
Which mod were you using? I have had no issues. I have always used and designed to work with the 2016 Skins Mod. Should work with default Studio 397 and Xfinity Mod also.
My main issue I found is the AI in some situation just run into you and for that reason more than 20 cars is not really raceable. Ideally around 10 to 12 was best. 100% is super hard.
Umbreawesome Jun 29, 2019 @ 1:15pm 
So I tried to race this offline with 42 AI and me on the grid in classic stock cars and I guess thats too much for the game to handle or something because the game tells me im going 295 KMH while it looks like im going a walking pace and the other three cars rocket off.


Suppose I shouldnt use a full grid offline then?

It works fine with the 10 cars I usually run so I'm guessing the issue is the cars im using or the amount of them.

Anyways love the track. Great job.

My first ever racing game where I get to drive the formation lap and I love it.
DazaKiwi Jan 11, 2019 @ 9:57pm 
Have you considered making the other Daytona track variant like the one in the Rolex 24hours? as i presume this track mod is oval only, is that correct?
pdcalla31 Sep 18, 2018 @ 7:43pm 
Just wondering if anyone else has like a fog over the racetrack during replays?