Daytona Road Course released
Nov 30, 2011 2:16:20 GMT 2
Post by smoke on Nov 30, 2011 2:16:20 GMT 2
Daytona Road Course is now available for Heat. ![:o](//storage.proboards.com/forum/images/smiley/shocked.png)
Track Facts:
Length: 3.560 miles
Turns: 12
Banking Degree:
Turns: 31 degrees
Back stretch: 3 degrees
Tri-Oval: 18 degrees
The base conversion was from the NR2003 track originally created by Alex Ulleri, then NR2003 updates by Greg "FOZ" Foslien, and NR2003 updates by V8 Thunder.
I have included additions from several sources in this version for Heat:
rFactor Daytona Road Course by James Burroughs
Bowtie's site for some goodies
Ray: new Sunoco sign
Flash2042: USA flag
Additions from several of my prior Heat tracks: Birmingham, Chatham, Seven Hills, Oulton Park, Nashville FG, Suzuka, etc
This Heat conversion has been a ton of work and has several fixes, changes, additions for Heat, some of which are:
overcome some Heat limitations based on sheer size of the model.
many hole fixes, sinage additions, raised curbing, bumpier/slick sections for corner cutting.
Trees:entire rebuild, sky/skybox development to limit texture "painting" at long distances/etc.
track texturing, lighting, infield buildings/etc additions/changes, Lake Lloyd added.
Wall/Barrier additions/changes/fixes, Pit stall lines, much re-texturing throughout.
A special feature not included in any of my prior tracks, a requested feature in forums, we'll see who is the first to find that.![:)](//storage.proboards.com/forum/images/smiley/smiley.png)
etc, etc additions/changes.
There are 43 working pit stalls that should be large enough for cars in all Mods.
I have tried to include a base setup/GCF that works for RC/Cup/etc Mods, and seems to work well with all Mods tested.
Thanks to:
the original developers of the NR2003/rFactor versions, and I have tried to take to the Heat version to the next level. If comparing the Heat version to the other original non-Heat Sim tracks, there is a massive amount of changes that should be noticable.
DaveO: for extensive support, testing, and detailed feedback during the development.
www.speedsims.net/files/tracks/smoke/Daytona_RC.exe
Enjoy...Smoke![:o](//storage.proboards.com/forum/images/smiley/shocked.png)
![](http://texasspeedracing.com/smoke/DRC_Rel1.jpg)
![](http://texasspeedracing.com/smoke/DRC_Rel2.jpg)
![](http://texasspeedracing.com/smoke/DRC_Rel3.jpg)
![](http://texasspeedracing.com/smoke/DRC_Rel4_GrandAm.jpg)
![](http://texasspeedracing.com/smoke/DRC_Rel5_SCP.jpg)
![](http://texasspeedracing.com/smoke/DRC_Rel6_Shelby.jpg)
![](http://texasspeedracing.com/smoke/DRC_Rel7_GrpC.jpg)
![:o](http://storage.proboards.com/forum/images/smiley/shocked.png)
Track Facts:
Length: 3.560 miles
Turns: 12
Banking Degree:
Turns: 31 degrees
Back stretch: 3 degrees
Tri-Oval: 18 degrees
The base conversion was from the NR2003 track originally created by Alex Ulleri, then NR2003 updates by Greg "FOZ" Foslien, and NR2003 updates by V8 Thunder.
I have included additions from several sources in this version for Heat:
rFactor Daytona Road Course by James Burroughs
Bowtie's site for some goodies
Ray: new Sunoco sign
Flash2042: USA flag
Additions from several of my prior Heat tracks: Birmingham, Chatham, Seven Hills, Oulton Park, Nashville FG, Suzuka, etc
This Heat conversion has been a ton of work and has several fixes, changes, additions for Heat, some of which are:
overcome some Heat limitations based on sheer size of the model.
many hole fixes, sinage additions, raised curbing, bumpier/slick sections for corner cutting.
Trees:entire rebuild, sky/skybox development to limit texture "painting" at long distances/etc.
track texturing, lighting, infield buildings/etc additions/changes, Lake Lloyd added.
Wall/Barrier additions/changes/fixes, Pit stall lines, much re-texturing throughout.
A special feature not included in any of my prior tracks, a requested feature in forums, we'll see who is the first to find that.
![:)](http://storage.proboards.com/forum/images/smiley/smiley.png)
etc, etc additions/changes.
There are 43 working pit stalls that should be large enough for cars in all Mods.
I have tried to include a base setup/GCF that works for RC/Cup/etc Mods, and seems to work well with all Mods tested.
Thanks to:
the original developers of the NR2003/rFactor versions, and I have tried to take to the Heat version to the next level. If comparing the Heat version to the other original non-Heat Sim tracks, there is a massive amount of changes that should be noticable.
DaveO: for extensive support, testing, and detailed feedback during the development.
www.speedsims.net/files/tracks/smoke/Daytona_RC.exe
Enjoy...Smoke
![:o](http://storage.proboards.com/forum/images/smiley/shocked.png)
![](http://texasspeedracing.com/smoke/DRC_Rel1.jpg)
![](http://texasspeedracing.com/smoke/DRC_Rel2.jpg)
![](http://texasspeedracing.com/smoke/DRC_Rel3.jpg)
![](http://texasspeedracing.com/smoke/DRC_Rel4_GrandAm.jpg)
![](http://texasspeedracing.com/smoke/DRC_Rel5_SCP.jpg)
![](http://texasspeedracing.com/smoke/DRC_Rel6_Shelby.jpg)
![](http://texasspeedracing.com/smoke/DRC_Rel7_GrpC.jpg)