A big improvement on the previous version, but I still think it's too hard to see which way to go at the roundabouts. You may find it easy but of course you've spent ages working on the track. The rest of us haven't. I suggest marker boards before each one, at say 200, 100 and 50 meters and placed on one side of the track as per the usual race track convention.
Like the people commenting on rfactorcentral, I'm having problems with framerate. Here are a few suggestions:
The spectator objects are way too high detailed. I know 3d people look good but in a racing game 2d is far better if you want to have a crowd.
The barriers are made up of red and white blocks with a metal fence attached. By default those can be collided with, but I don't think that's a good idea. I don't know exactly when rfactor starts doing collision calculations on a specific object, but the SObject in question has so many highly concentrated polygons that it would surely give the game something to think about. I suggest turning off the collisions and pacing an unrendered plain wall around them, and using that as the collision object. Drastically fewer polygons -> easier to calculate collision physics. Of course you may have already done that, but when I tried to look at the track in 3dSimed, the program ran out of memory.
The parked cars are a bit high-poly too.
All of the things I mentioned have come from the GB (RBR) XPack. Since rally tracks tend to have fewer spectators, fewer barriers, and fewer parked cars in view, I imagine they could get away with having more detail in single objects, but with many of them in view, frame rates start to suffer.