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Kentucky Speedway (NIGHT) |
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A NIGHT ONLY VERSION OF KENTUCKY AS REQUESTED.
Kentucky Speedway in Sparta, Kentucky is the first new oval to be added to the NASCAR Sprint Cup schedule in 10 years. To mark this event we at Smiffsden has gone mad and made one of our most feature packed tracks to date featuring the legendary AI from J.R. Franklin, only you'll have no problems getting into this track.
Features:
- Scratch built track from Satellite data and track information including the new curved pit lane
- Full length pit speed rules (as per the races)
- 2011 Sprint Cup weekend race logos
- New wall, ground, sky textures, lights, etc. etc.
- Optimized 3D crowd
- Whelen Pit Entry/Exit light system with flagger and lollipop man too (see Known Issues)
- Updated cameras
Known issues:
The Kentucky Speedway building on the outside of turn 3 looks a bit naff (imho) in white, but it's what the track did.
You may see random texture clipping, again there's not much I can do about that.
The billboards are best guess, they're not quiet in the right position, but then this isn't a laser scanned track.
The Grandstands don't really extend as far as they should, we know, deal with it LOL.
The track is filled up with shadow maps, so first thing to do if having fps issues is to turn them off along with reflections. Users of high detail mods such as Cup11s and the Indycar mod may see a bigger than normal fps hit.
Important notes about the A.I.:
The A.I. for this track were constructed using a default papy_ai.ini and the default fast setups for each physics (CUP, GNS and CTS) and the opponent strength set at 97%. Ratings for the Sprint Cup, Nationwide and Camping World Truck Series car sets used in testing and in developing the A.I. for this track are from the NRatings program using the MasGrafx Full Season V3.1 formulas. We went to great efforts to make the AI and racing as realistic as possible. At the same time, we also took some liberties with the A.I. tools available in the track.ini to enhance the "fun" factor. We're confident that you'll enjoy the offline racing experience against the AI the way we have set them up for you. To enjoy the best results, we recommend that you use the default fast setups provided with the track and car sets containing ratings as described above. Your results, however, may vary depending on the type of mod used, the ratings of your specific car set, different setups used, driving style and countless other variables that make it practically impossible to predict the results that you will achieve while racing on this track. Enjoy the ride!
Problems?
Report to Smiffsden facebook page.
CREDITS:
Track Development:
Ian Smythe
A.I. Development:
J.R. Franklin
Beta Testing:
J.R. Franklin
Ian Smythe
Contributions:
I would like to thank everybody who helped identify track side logo's on Facebook and the following who either sourced or supplied information and/or photos of the track and it's surroundings, without all of their help the track simply wouldn't be what it is, there are far too many people to list here but the following deserve an honourable mention....
Kentucky Speedway
J.R. Franklin
Timo Hoffmann
William Baboontester
Vincent Furlong and Scott Relyea.
I'd also like to thank my wife and son for humouring me all this time when I get my "Track OCD moments".
Be sure to checkout NR2003 Tracks - http://www.nr2k3tracks.com for all your up to date Nascar Racing 2003 Season mods and tracks.
If you appreciate our work, please consider a small donation to help with the costs of keeping the Smiffsden server running, thank you.
DOWNLOADS:
Kentucky_2011_SDT_Night.7z (7Zip Archive 10MB)
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