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Watkins Glen is a track that need no introduction, since the release of the Boot track way back in 2010, we have been working to convert the base files of that track to the Cup layout used today by NASCAR so that the circuit would have operational A.I. This track is the conclusion to 3 years work between myself and J.R. Frankln
Practically everything on this track has been gone over and addressed/improved since the original 2010 Boot version, the original in-game Papyrus track suffered from many flaws, including completely incorrect elevation and geometry, this up to date version fixes those issues, adds the new runoffs and barriers, and generally brings the track as up to date as it can be within the limitations of a 10 year old game.
When you install this track you will have two versions, the Sprint Cup layout (which includes the inner loop) and the Classic layout that NASCAR ran before 1992.
These tracks are loaded with eyecandy and thus a good machine will be required to run it on full detail. While every best effort has been made to make the tracks as accurate as possible, the tracks are not exact replicas and have no specific year tags because the billboard are not fully accurate. However, the track surfaces, runoffs and grandstands are as good as we can get them.
The Boot section of the track is for eyecandy only, IT IS NOT DRIVABLE.
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The AI for this track were constructed using the following:
1. a default papy_ai.ini,
2. the default fast setups for each physics (CUP, GNS and CTS)
3. the opponent strength set at between 97 and 100%.
The A.I. on this track have been tuned with specific mods and carsets available, these are:
CUP PHYSICS:
Bullring Generation-6 (Gen6BR) mod:
The default carset that comes with the mod listed as Jayski-2013
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GNS PHYSICS:
Sim Racing USA Nationwide 2013 (NNS13) mod:
The carset available seperately listed as NNS13DaytonaSet (from here).
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CTS PHYSICS:
Smiffsden Pickup Truck Racing UK (Pickups UK) mod:
The default carset that comes with the mod listed as V8Thunder2013
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By using the above mods and carset combinations, unmodified, at around 96-100% opponent strength, you should find the A.I. Racing experience as close to being in a real race as it's possible to do on a computer. Some results will vary depending on the type of mod used, the ratings of your specific car set and countless other variables that make it practically impossible to predict the results that you will acheive while racing on this track.
The following is a list of important people who contributed to this project:
1. Ian Smythe: Track geometry, AI, and too many other things to list.
2. J.R. Franklin: Graphic detailing and immersion, object editing, textures, horizons, eyecandy, quality assurance and testing.
3. V8Thunder Drivers: beta testing.
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If you appreciate our work, please consider a small donation to help with the costs of keeping the Smiffsden server running, thank you.
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DOWNLOADS:
Watkins_Glen_SDT.7z (7zip Archive 49.7MB)
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