Track Designing Competition

I was creative;):cautious::devilish:
https://www.gmap-pedometer.com/m/?r=6994610&rf=1
The lap starts with a right left flick that tightens on t2 slightly, a lot of kerb is taken on the outside of the corner, accelerating up to the incredibly challenging t3-4. While not an overtaking spot unless the drivers dare, drivers must break from high speed into a long left hander that suddenly tightens, drivers must be aggressive on the throttle on the exit, trying not to go wide as this will effect their speed into the next great sequence of corners- think of it like maggots and Becketts- REVERSED. This means drivers will carry more speed into the less tight turns 7 and 8 from turn 5 and 6. A reasonable streight follows, overtaking is possible into the kinda chicane t9 and 10, a double apex corner. After accelerating up the slight kink at 11 the nature of the track changes. The next corner feels like a hairpin stretched, two compressed 90 left handlers. After comes a chicane that drivers attack st speed, for the long streight down to the southernmost point on the track, overtaking is possible into the 110 degree lefthander. Finally drivers have to negotiate the great t20-22. Drivers feel the force as they accelerate through twenty, breaking for the tighter lefthander that leads to 22, completing a lap
 
Last edited:
Neat :cool:

Design a new infield course for the Pocono Raceway. Start-finish straight (from the point the existing infield course returns to the oval) and turn 1 have to be used. Paddock has to remain intact as it is. Length must be over 4km.
 
http://www.gmap-pedometer.com/?r=6996173
Inspiration came from the Rockingham Speedway in the UK, with Turn 2 being a hairpin after turn 1. The track has a few smaller straights, and some slow chicanes, just to allow cars to rejoin the oval safely. The final 3 corners are designed to A: allow for decent runoff, and to B: be slow enough that cars can follow each other, and take different lines, without there being too much Aero dependent bits (Think final turns at Istanbul, rather than Catalunya)
 

Latest News

What's needed for simracing in 2024?

  • More games, period

  • Better graphics/visuals

  • Advanced physics and handling

  • More cars and tracks

  • AI improvements

  • AI engineering

  • Cross-platform play

  • New game Modes

  • Other, post your idea


Results are only viewable after voting.
Back
Top