rFactor 2

rFactor 2

37 ratings
Texas Motor Speedway
 
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65.662 MB
Apr 9, 2016 @ 6:24pm
Aug 5, 2018 @ 11:13pm
5 Change Notes ( view )

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Texas Motor Speedway

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In 2 collections by Machine
Machine's Stockcar Tracks
20 items
Basic Stockcar League Content
30 items
Description
Texas Motor Speedway is a 1.5 mile D shaped steep banked oval. It has 4 corners.
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, and adding banking on the apron.
The AI are OK here in the Stockcars. 100% AI strength recommended. I am still having issues with the cars running lower than they should and refusing to run side by side. The bottom car when running side by side wll slow abruptly. They still run good lap times.

This is a fill in track until a new 3PA track becomes available

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.
Slowwhenpushed set to "0" AI Cars will now not slow when you get close behind them. (as if they are scared of you!)

v1.40 updates
Dynamic reflection code added
_WET added to realroad material names
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)
2018 Loading screen updated to 1.4
Large icon replaced with correct icon
TDF Roughness added to bring track to life
Startman added
Missing objects in mirrors added
Yellow lights fixed
Yellow line pit entry and exit
Cones added to remind drivers to stay in or out of pit lane when entering
OLDER CHANGES FINALLY RELEASED in 1.40
White line cut in pieces so it is not dark in spots at night.
Track ligting had a weird flicker
Track surface changed to look a bit better
Grip level changed, not more or less grip, but just different
Some updated textures to better support DX11

v1.41 update
Changed to previous grip charachteristics of 1.4

v1.00 is first release.

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/
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18 Comments
Machine  [author] Aug 31, 2018 @ 9:33pm 
I tested 20 AI. They did 2 pitstops. Then I stopped test.
I used Nascar 2016 Skins mod. Which mod were they using when they had issues?
~IsR~Corti Aug 30, 2018 @ 1:02pm 
Hello mate, send you this comment I received at the ISR Forum:
"Hi, is there a possibility to fix the issue at this nice track, because about half the field of the AI (here nascar) going "DNF" after their usual fuelpitstops in race. Maybe it´s because of they are - sometimes - touching grass area while entering pitlane!? Thank you so far!!!"
arq.alexcouri Aug 7, 2018 @ 7:23pm 
Finally i can enjoy this track! I tried a 20 lap race with Nascar 2016 (use Texas spec in garage) and have a clean and exiting race with AI in 105% of strength! Thanks my friend!!
Machine  [author] Aug 5, 2018 @ 11:15pm 
AI strength set back so indycars should be raceable also. All AI strength numbers go back to 80-100-120. AI performance will be edited within mod itself.
arq.alexcouri Jun 11, 2018 @ 1:54am 
I tested today with indycars and it is impossible to compete with A.I. even with minimum strength at 70%..
arq.alexcouri Mar 8, 2018 @ 5:27pm 
ok, we wait .. the tracks and skin 2016 are great, I hope that soon they are 100% ok for races offline. Congratulations on your work, thank you from Brazil.
Machine  [author] Mar 8, 2018 @ 4:57pm 
AI look ahead when driving. The faster they go, the further they look ahead. On a corner, looking ahead means they cut corners. I can set them in the car mod to not look as far ahead. And therefore not cut as much. I did this for Dover. I need to do it for a lot of other tracks. Can't be fixed in the "garage"
arq.alexcouri Mar 8, 2018 @ 6:06am 
Thanks for the answer, what have you done with Dover? Is there a setup solution or another immediate solution?
Machine  [author] Mar 7, 2018 @ 10:25pm 
Yes, the cars hit the apron. The fix is in the carset, not the track! Need to do the same as I did for Dover.
Machine  [author] Mar 7, 2018 @ 10:18pm 
I'll have a look at it.