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PostPosted: Mon Feb 15, 2010 8:38 am 
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This track has been redesigned to what I originally wanted it to be. A 4.0 mile quad-oval. Well, I originally planned for there to be a banked apron inside of the track complete with a wall for cars exiting pit road, but I reconsidered.

The apron will be banked 20 degrees in turns 1 and 2, but will be banked 10 degrees in turns 3 and 4. The rest of the time, the apron will be flat. The front straight is banked 15 degrees, back straight is banked 10 degrees, and the corners are banked 40 degrees.

The front straight is 6,120 feet in length and split into 5 equal segments of 1,224 feet. The back straight and turns are each 2,500 feet. The white lines I've drawn out show the approximate route for the road course routes.

Well, technically, this track will be released for NR2003 and rFactor, however, only the rFactor version will have an infield road course.

By the way, I'm considering a name change for this track, but I'm not sure if I'll change the name yet.

One more thing, this isn't a priority project right now.


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tcrss_shot1.png
tcrss_shot1.png [ 38.9 KiB | Viewed 2232 times ]

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Last edited by TCR_500 on Thu Apr 29, 2010 9:38 am, edited 3 times in total.
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 Post subject: Re: TCR Superspeedway
PostPosted: Mon Feb 15, 2010 9:11 am 
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Thanks for your work.!

One thought. 10 degrees is really lacking on a high speed track. 20 is minimal at best on a one mile track. (Homestead) Unless you want another, bigger California. Actually it would be worse because the speeds approaching the turn are much higher. This track would be better with a Daytona or even higher type banking, especially if it's unrestricted. Think of some of the tracks that have gone to higher banking because the races are boring. But it's your track and your call.

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 Post subject: Re: TCR Superspeedway
PostPosted: Mon Feb 15, 2010 9:44 am 
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Wrangler,
I think only the apron is 10 degrees. At least, that's how I read it.

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 Post subject: Re: TCR Superspeedway
PostPosted: Mon Feb 15, 2010 10:17 am 
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The racing surface is banked 40 degrees in the corners. The apron is banked 10 degrees in turns 3 and 4, and the back straight is banked 10 degrees to help with the transition for the corners.

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 Post subject: Re: TCR Superspeedway
PostPosted: Mon Feb 15, 2010 10:54 am 
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Never post before coffee.. :lol:

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 Post subject: Re: TCR Superspeedway
PostPosted: Mon Feb 15, 2010 11:26 am 
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Well, I'm going to put some more screenshots in once I at least put the banking in on the front straight and parts of the corners. I'm trying to figure out how to build the entrance to pit road though. I'm open to suggestions on how to build the pit entrance.

Coffee is irrelavant.

-------------- UPDATE ---------------

Here are 2 more screenshots of the track. One is of pit road, the other is the merge point on the back straight. Marked by a solid yellow line on the right, and a dotted yellow line on the left. Other than that, it's a solid-double yellow line all the way around.

I haven't put in the banking yet, so it looks flat right now. I also haven't put in the safer walls, or the catch fence. The concrete is going to look a little imposing at 250+ mph unless you can jump the wall. That will change once I get everything in. The next array of screenshots will show the safer walls and catch fences, but may not show the banking.


Attachments:
tcr_ss_02.png
tcr_ss_02.png [ 633.92 KiB | Viewed 2199 times ]
tcr_ss_01.png
tcr_ss_01.png [ 447.33 KiB | Viewed 2180 times ]

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 Post subject: Re: TCR Superspeedway
PostPosted: Mon Feb 15, 2010 12:18 pm 
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TCR_500 wrote:
Well, I'm going to put some more screenshots in once I at least put the banking in on the front straight and parts of the corners. I'm trying to figure out how to build the entrance to pit road though. I'm open to suggestions on how to build the pit entrance.

Coffee is irrelavant.


Don't know if it's possible but I would slowly increase the apron banking off T3-T4 and let it blend back down going to pit road. Maybe making the transition from the banking to the apron more gradual to start. Give the cars a chance to get on the banking, slow down without causing a jam off 4 trying to brake too hard. The cars could pit coming off 4 without an abrupt banking transition.

Just a thought.

PS. Coffee isn't irrelevant if you need it to wake up like me lol

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 Post subject: Re: TCR Superspeedway
PostPosted: Mon Feb 15, 2010 4:06 pm 
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Good idea. I'll see what happens. But theoretically, shouldn't 1,000 feet be enough space to get slowed down? Speed limit is 70. I'll have to do some research on that.

--------------- UPDATE ------------------
You actually have 2,000 feet to slow down once you reach the front straight. At a rate of 396 feet per second (270 mph), you would have to slow down with an acceleration rate of 42 feet per second (mph value decreases by almost 29 units per second (just over 1.3G)) to get to your target speed of 102 feet per second (70 mph).

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 Post subject: Re: TCR Superspeedway
PostPosted: Wed Feb 17, 2010 4:22 pm 
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Okay, here's another round of screenshots. Well, only two. One showing the road course branch-off, the other showing one of the two merge points. Complete with safer walls. At least on one of the shots.

Well, due to the limitations of sandbox and the PTF format, the walls and geometry don't appear quite the way they should, however, it is a good starting point.

On the next screenshots, I'll have the banking placed and the safer walls complete. I may also have a few points for emergency vehicles on both the front and back straights.


Attachments:
tcrss_shot3.png
tcrss_shot3.png [ 516.03 KiB | Viewed 2183 times ]
tcrss_shot2.png
tcrss_shot2.png [ 649.14 KiB | Viewed 2178 times ]

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 Post subject: Re: TCR Superspeedway
PostPosted: Wed Feb 17, 2010 5:11 pm 
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Looks good, this track was fun when we ran it at NAWSCAR during an off-week.

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 Post subject: Re: TCR Superspeedway
PostPosted: Wed Feb 17, 2010 7:01 pm 
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You mean the tri-oval beta version? I imagine it would be fun.

Could you give me some of the race results from that race? I would like to know how the faster speeds effected stuff like race, pit, and setup strategy. How many cars wide the field spread out to, how drivers handled getting to pit road, stuff like that. I figure it's relevant for developmental purposes.

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 Post subject: Re: TCR Superspeedway
PostPosted: Thu Feb 18, 2010 1:09 am 
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I'll have to go dig out the replay, but the cliff's notes version is this:

We had a 10-car field for the Cup race (TPSCC v3 I think), 80 laps and yellows off so we wouldn't waste 15 minutes for slight spins. Setups were no-bainers, Speedway configuration, Talladega tires, max bumpstops and the smallest springs to fit a 5-inch ride height. Fine-tuning would be with the wing and with shocks.

Strategy was also simple, keep your foot in it and the car tucked up until you couldn't go another lap and then pit.

Off the start we kept a full peloton, running about 238mph but as soon as two cars found compatibility they were able to dash off to 242mph and break away. After that everybody found a dance partner or two and got separated, very lonely and very boring. Some would lose the draft and have to limp around at 228mph.

At lap 30 we took a break to hit the pits and put everyone back on the lead lap (as it was a non-points event), we restarted double-file and discovered that if the compatible cars were restarted together in a line that they ended up pulling the whole pack with them, so it was a matter of staying tucked in and touching the guy in front or else you risked being shoved off-line and out of the draft.

Pit stops... Again everybody got separated so it was usually two or three in a group, almost everybody screwed the entrance up and spun. About half managed to hit the pit-in line to salvage the stop, the other half mowed grass and had to come around and try again. If I had to guess at the issue it would be its completely flat, if it were uphill by say a 5 degree incline we wouldn't have to lay on the brakes so hard (in TPSCC v3 the car does NOT like hot brakes, acts like a 300-pound weight gets dropped on the rear end).

In the end it came down to two guys battling for the win with a lap car playing spoiler, the winner was able to time the move to get around the lapper and prevent the 2nd place guy from gaining momentum off of both cars.

One side note: occasionally exiting turn 2 low we would get a "cut track" warning if we grazed the apron slightly, dunno what that is all about. We couldn't figure out any advantages to going that low in the corner.

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 Post subject: Re: TCR Superspeedway
PostPosted: Thu Feb 18, 2010 1:21 pm 
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A bit more useful than I was expecting.

For the pit issue, I'll put a resistor strip on the portion of the apron that leads directly to pit road. That should make it easier to pit. The strip will end where the road course merge point is.

For the cutting corner portion, that wasn't intended, but I may have incorrectly configured the AIW or terrain file. I think I was intending one to be in the tri-oval since it only needed 5 degrees of banking and the apron had 5 degrees of banking, but I never put it in.

Thanks for the info.

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 Post subject: Re: TCR Superspeedway
PostPosted: Fri Feb 19, 2010 2:53 pm 
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Here's another round of screenshots. This time with all of the geometry between the inside and outside walls complete. Neither the infield or outfield have been started yet.

That's not the end of the screenshots yet. I still have a few more coming.


Attachments:
File comment: Back straight going into turn 3 as well as one of the road course merge points.
tcr_ss_05.png
tcr_ss_05.png [ 597.23 KiB | Viewed 2178 times ]
File comment: I think this is turn 1.
tcr_ss_04.png
tcr_ss_04.png [ 604.18 KiB | Viewed 2175 times ]
File comment: The resistor strip is marked off by white arrows. Helpful when pitting.
tcr_ss_03.png
tcr_ss_03.png [ 527.45 KiB | Viewed 2177 times ]

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 Post subject: Re: TCR Superspeedway
PostPosted: Fri Feb 19, 2010 2:59 pm 
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Screenshots, part 2. Here are some more screenshots that I couldn't put in the previous post. The track is still far from finished, but I estimate that it's about 10% complete.


Attachments:
File comment: The entire length of pit road.
tcr_ss_08.png
tcr_ss_08.png [ 553.02 KiB | Viewed 2181 times ]
File comment: All of turn 2, most of turn 1, and most of the pit road merge area.
tcr_ss_07.png
tcr_ss_07.png [ 414.92 KiB | Viewed 2172 times ]
File comment: The exit of turn 4.
tcr_ss_06.png
tcr_ss_06.png [ 455.49 KiB | Viewed 2182 times ]

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