Bavariaring - Fantasy Munich City Circuit - Bavaria, Germany

Bavariaring - Fantasy Munich City Circuit - Bavaria, Germany 1.0

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Bavariaring

My first homemade fantasy street circuit located on and around the Theresienwiese (the area where the famous Oktoberfest takes place) in Munich, Bavaria, Germany.

Done with RTB based on GoogleMaps data.

Lenght: 4.392 km (2.729 mi)
#Corners: 15
#Cars: 22
Narrowest section: 7.2 m (9.5 ft)
Widest Section: 30 m (98 ft)
Highest Point: 531.0 m / 1742.1 ft
lowest Point: 522.0 m / 1712.6 ft
largest elevation Chnage: 5% / 2,86°
Laptimes: ~1:28s (F1 SF70H), 1:54s (BMW M3 GT2)
Average Speed: 179.7 km/h / 111.6 mph (F1 SF70H), 138.0 km/h / 85,7 mph (BMW M3 GT2)
Pectator Capacity: ~60,000 with propper view (~110,000 at max capacity)

BavariaRingColored_reduced.png



About this Project:
I am interested in racetrack design ever since I can remember and the most fun for me is it to fit a racing circuit to public roads. Also I have a fable for track width changes within my design.
Because I grew up and still live in Munich, I often come across the Theresienwiese on my way to the city center. I always thought that this is a pretty neat location for a motorsport event in terms of feasibility. It has everything needed to host a mass gathering event due to the Oktoberfest which often has more than 300.000 visitors a day.
Especially the infrastructure is perfect. The Munich Central Station is just a 10 min walk away. The nearest Suburban train station is just a 5 min walk. The nearest subway station is within the Theresienwiese itself and two other subway stations of one other line is a 5 min walk. Additional to that, the roads around the Theresienwiese are not rush hour critical and can be closed without creating any additional obstructions, again, as proven yearly by the Oktoberfest.
Also the Hotel capacity can match a way grater demand, namely the Oktoberfest. Only downside ist the nearby parking capacity for visitors. Munich handles the visitors for the Oktoberfest by providing park&ride facilities around the city combined with a commute to the Theresienwiese.
Another plus side is the space available. There is more than enough space available to provide all necessary facilities, as pit buildings, helicopter landing spots, medical and media facilities, and the paddock of curse. And then there is still a lot of space left to build up temporary grandstands, fan areas, etc.
Because of the Oktoberfest, there already exists an Escape routes, emergency exits, escape and rescue plan for this area.
At the bottom line the Theresienwiese is a solid and very realistic location to host a huge motorsport event.
And because of this I started very early (sometimes around 2007/2008) to develop concrete ideas for a track layout. I modeled the first drivable track in Bob's Track Builder 2011 but the limitations within BTB were too big to satisfy me. And because I weren't able to use other modeling tools like blender back then I stopped the development.
Then I went to study and forgot that project basically für nine years.
But now, thanks to corona I was finally bored enough to start this project again. But this time with the RTB instead of the BTB. And finally I was able to produce a result I was confident enough to share it with the community. Nonetheless this is my first ever track I tried to get finished. So please bear with me.

Now, something about the layout:
As mentioned above I wanted to design something which is feasible and is realistic. My target racing series was Formula 1 of track, even though I knew this would be tough and after I finished I have to say that I didn't meet this requirement, because the track is probably a little bit too dangerous at two corners. But on the other hand, if Baku and Monaco can host an F1 race, then why not this one as well ;)
The requirement for feasibility also means that I cannot design a track that somehow constrains the Oktoberfest. Even though there would be an F1 Grand Prix in Munich the Oktoberfest still would have a higher priority because it is still the bigger event for Munich. Probably not even a second Olympics would outrank the Oktoberfest for the city administration.
This means that I cannot design a layout in the infield of the Theresienwiese as I wish. Nonetheless the Oktoberfest doesn't span the whole Theresienwiese. The southern one-fourth of it is used for the so-called 'Oide Wiesn' which is hosted parallel to the Oktoberfest but is more of a traditional version of the Oktoberfest for locals.
So I ventured myself to design my layout within this area. But the rest of the track has to follow the already existing tarmac surfaces.
So much about the requirements, I imposed to myself.
Despite the area of the Theresienwiese is huge, considering it is a part of the city center, it is not big enough to create a circuit which is fast and long enough to be fitting for formula 1.
Therefore it was quite clear that I have to use the roads around the Theresienwiese as well. Because the western side of the Theresienwiese, the Theresienhöhe, has some nice elevation changes this is a win-win for the track layout.
So the Track will be divided into two areas. The Infield and the tour around.
Let's go through all track parts:
Start/Finish: I Used the main road of the Oktoberfest as the Start/Finish line. It is very wide, quite long and perfectly straight, so it is perfect for that purpose. The main road is so wide that it can cover the starting grid and the pitlane without any additional areas of tarmac.
Turn 1 (Oide Hairpin - Named after the Oide-Wiesn): At the end of the long Finish straight, there must be at least one good overtaking spot, so placed a hairpin there. To get some more meters out of the straight I bend it towards the end a little. The hard and long braking on a very wide part of the track should enable the drivers to outbrake their opponents. Because I really like Turn 3 of the Buddh International Circuit and turn 1 of CoTA which taper heavily after the turn I adapted that for my turn one.
Turn 2 (BMW-Turn - Named after the car manufacturer which has their HQ in Munich): The next turn is a preparation turn to set the car up for the following two turns. It has a significant camber so the driver can take more speed through it to have the right speed for the next two corners. Still you have to lift a little (at least with a 2017 f1 car.) to make it more challenging.
Turn 3 (Einstein I) & 4 (Einstein II - Named after the famous scientist, who once worked as an electrician on the Oktoberfest and was the only one smart enough to be able to calculate the optimal trajectory through these turns): These turns (and actually turn 2 as well) are directly depending on each other. Turn 3 starts quite narrow but widens drastically in the end. Turn 4 starts very wide and narrows down towards the center and widens up a little in the end leading into the third-longest straight. Because of the large width between turn 3 and 4 the ideal line never touches the kerb on the outsides. So the driver 'swims' somewhere in the center of the track without any real reference point whilst he is changing the rotation direction of his car. This makes it very technical for the driver to get the ideal line write. A little too fast trough turn 3 --> to slow on the exit of turn 4; too slow though turn 3 enables a good exit speed for turn 4 for the straight but also increases the time loss in turn 3. Very technical and comparable to the Statium section of CoTA.
Infield-back-straight: The widest part of the Track (30m). Narrows down with a little kink towards its end leading into turn 5.
Turn 5 (Subway Station - Named after the subway station which is directly next to the run-off area): This is a chicane to slow down the cars before they exit the infield and lead into narrow public roads. Nonetheless the shape of the braking area is set up in a way, that the driver has to start braking somewhere in the center of the track, approaching the outside Kerb on the left cross the whole track towards the first inside kerb of the chicane. All of that while being on the break. And all of that in a straight line. The driver has to hit the breaking point whilst being in the center of the track, which is hard enough in itself, but he also has to meet the right angle to not hit the outside curb while braking and not to get a too pointy angle into the chicane. this is probably the second hardest braking zone to get right. The chicane itself is a quite slow one going a little bit downwards. The exit of it is again a preparation for the following Turn 6. Again, the outside Kerb won't be touched and the driver has to guess his line a little bit.
Turn 6 (Saint Paul Hairpin - Named after the churn no 50m away): This is the most annoying turn. And an annoying turn for the driver means this turn is very hard to get right. Why is that? Fist of all you exit turn 5 somewhere in the center of the track and just as you have rotated the car enough out of turn 5 you have to turn in for turn 6 again. This means to not hit the exit kerb of turn 5 and not the outside kerb of turn 6. You are always somewhere in the center of the track with no real reference point. Additionally turn 6 is very tight and the inside wall is shaped in a different way that the inside kerb. Because you cannot really see the inside kerb, because it is so tight, you have to guess where the kerb will be. But turn 6's ugliness doesn't end here. It drastically widens towards its exit, which amplifies the effect that the outside kerb is to close if you overshoot and too far away if you are to slow. You have to have the perfect speed and angle in the center of the corner to not lose a lot of time in turn 6, which is close to impossible due to the previously described beginning of turn 6. I hate this turn as a driver, but is love this one as a race track designer ;)
Turn 7 (Louis the fourth chicane - Named after the famous castle addict and bavarian emperor and also named after the little square 200m down the road): In contrast to turn 6 this turn is very straight forward (no pun intended). As closer you can drive towards the walls on the chicanes inside walls the faster you will be on the long outside straight. But the line between hero and zero is very thin.
Outside Straight: This is the longest 'straight' on this track with an average width of 14m. But the top speed is not so high as in the Start/Finish straight because of the lower entrance speed. It is a constant full throttle bend towards turn 8. Here you can relax a little, but, because it still is bent, you cannot really take your eyes away from the street, without risking to drift towards a wall.
Turn 8 (Bavariarring Street - Named after the street which is the long outside straight): This is a relatively easy average speed right-hander. But again the braking zone is a little bit tricky to get right. The braking zone is still bent towards the right, which means you have to start braking somewhere on a third to the left of the track. While braking you slowly drifting towards the outside kerb, which you don't want to touch but you want to get as close as possible. This gets aggravated because the braking zone drops a little bit down which makes your car lighter in the middle of the braking for about 50m. The center and the exit of the corner is again just about to get as close as possible towards the inside/outside kerb to maintain as much speed as possible. After turn 8 it goes upwards into a full throttle left bend towards turn 9.
Turn 9 (Fisher Turn - Named after the Street this turn is leaving): This is the most boring corner of this track. You simply go from outside kerb to inside kerb to outside kerb of this 90° corner. The only thing that makes that a little bit harder is the fact that you can see the outside kerb very late because turn 9 is located in a hilltop (Also the highest point of the track). Turn 9 leads onto a short straight towards turn 10.
Turn 10, 11 and 12: I struggled a lot to decide If I choose to design the track simply by following the Theresienhöhe around the back of the hall of fame, or to take the narrow and twisty left and right ramps of the hall of fame. But because I thought it would look awesome to see some cars driving directly to the feet of the Bavaria statue, I decided to take the second option. Additionally we get some nice elevation changes with it and it drastically slows down the otherwise very risky and dangerous turn 13.
Turn 10 (Pschorrer Turn - named after the street this turn leads into and named after one of the famous Munich Oktoberfest breweries): This is a chicane very similar to Turn 7. The bigger balls you have the closer you can go to the walls the faster you will be. The exit of turn 10 points downwards and leads to the steepest part of the track, the straight leading back down to the Theresienwiese.
Turn 11 (Bavaria Kink - named after the Bavarian statue): This is a narrow turn and feels a bit like just another chicane, but it is inside of a dip. Feels very grippy and I had to artificially make it a little bit more narrower to make this turn slower. Not very technical but very nice for sightseeing. It is directly beneath the Bavaria Statue in front of the Hall of Fame. The huge stairs leading to the Bavaria are planned to be the biggest 'natural' spectator stands of this track.. This should generate some awesome shots. The turn leads into a wider uphill ramp towards turn 12.
Turn 12 (Museum - Named after the national museum of mobility and transportation, which is right next to this corner and features among other things the 2001 BMW Williams and the 1977 - 79 Renault RS01 Formula 1 car): This chicane/kink is very close to full throttle and is approached nearly blind, because the crest of the hill is around 50m ahead of this turn. Whilst driving over the crest, when your car gets light and unstable, you have to place your car as close as possible next to the left wall and aim for the right inner curb. After you got as close as possible to the right inside the wall you get carried out again into the wider exit of this corner to come again as close as possible to the outside wall. During all of that the car rotates close to nothing, but still you have to lift a little. This corner needs absolute commitment to be very fast and has a very early point of no return. Due to the lack of run-off this is probably the corner which could be the reason why this track would not be allowed to host an F1 Grand Prix. But maybe with some bigger constructional changes to create some run-off or to make it slower it could work out.
Turn 13 (Puke Hill - named after the german name for the meadow right after this turn (Kotzhügel) on the right side, for the very reason you are thinking of.) - This is a full-throttle turn for an F1 car but you have to lift with most other cars. But to be full throttle with an f1 car you had to get the exit of turn 12 right to be positioned correctly. Either way you will get carried to the outside wall on the exit of this corner quite quickly, which needs some commitment to stay on the throttle but is very doable. Due to elevation changes your car gets a little lighter in the center of the corner which makes it trickier for cars with less downforce. This turn seamlessly leads into the very long Turn 14.
Turn 14 (ThersienHöhe - named after street this corner is on): This corner is a very long stretched one which tightens up towards its end leading directly into the last turn 15 very similar to turn 13/14 on the Sepang International Circuit. This means you have to brake for turn 15 within the tighter end of turn 14. This generally means you start braking on the inner side of turn 14 to drift to the outside while braking to position your car for turn 15. This itself is quite technical and not easy. But to make things worse the track dips down after one-third of the braking zone resulting in a very light car for like 20m. To compensate for this high variance of stability you have to release the brakes for a very short time and increase it again afterward. And all that while slowly drifting from the inside to the outside without touching the outside curb. Definitely the most difficult braking zone on this circuit. The plus side is that there is a little bit of run-off area on the outside but probably not enough to meet f1 standards.....so this is probably the second corner why an f1 car would probably never run this circuit.
Turn 15 (Oktoberfest Entrance - named after the famous Oktoberfest and its main entrance we are passing within this turn.) - After an hopfully good positioning after turn 14 we aim for the inside kerb and try to maintain as much speed as possible through this corner. If done well we can go onto the throttle even before we hit the apex. Because the Main straight is much wider than the entrance of turn 15 we can drift very far to the outside to get as much speed as possible to the main straight.
And this was one lap of the Bavariaring.
Due to this many tricky turn, it is very hard to get consistent lap times out of your car. The best I was able to do with the standard setup was an 1:28.6. On multiple laps with constant conditions and without tire degradation etc. I had an average time of 1:30.2 with a significant variance of 0.9s. This means that my time varied between 1.29 to 1.31 without any other influence than my lack of consistency. I wouldn't say I am the most consistent driver but this huge variance is definitely not the norm for me. Again, as a sim racer I really hate that trickiness but as a track designer I am kinda proud of the difficulty-level of this track.


Known issues:
- AI works but not so well
- Cameras are heavily broken
- starting grid is too far to the right and too tightly packed
- world textures are are lacking saturation

Icon Image from here

Latest reviews

There are a lot to do, better AI, improve the textures, tv cameras... BUT the track is absolutely fantastic! I love it! Also can't wait for it to be finished
This is very good for a first track. I can see a lot of Formula E influence here, its tight. The layout is good, but it does need work on the detail. its hard to feel how fast youre going because of the plain black asphalt, and the chicanes are a bit hard to see, maybe some indication or props can help. Its a very good track, layout wise, it feels professional, nice. Hoping youd keep working on this, it has so much potential
Premium
I think this is great fun! The architecture is, in a word, fantastic! Thanks from me as well. I like your direction.
Pretty good start! I think the community will help you improve this track, it's worth it. The GT Planets Forum is where you will be helped. Thank you for your work!
This is very good for your first track. But it still needs some work. Maybe you should some pros for help. I recommend the AC-mod-forum on GT planet.

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