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Flugplatz Niederstetten 1.07

By: f1edition
Origin: Scratch | Real World
Category: Temporary Circuits
Initial release: 25-May-13
Current release: 1.070, on 25-May-13

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Screenie by: f1edition
Screenie by: f1edition

Description (Click to toggle Visibility)

"Flugplatz Niederstetten" v. 1.07 for rFactor von Andre F1-Edition.

In 1968 the first car race was held on the airfield Niederstetten in West-Germany. The airfield was used in the beginning only for the military, as a military airfield for a transport helicopter regiment. 1970, the airfield was extended by a commercial airfield. On the airfield were held until 1973 race for touring cars and Formula racing cars.
Now the route: You start out on the long runway of the airfield which ends in a chicane. Then, a hairpin is followed by a back straight. About the taxiway to get to the area where the helicopter be parked, there are several curves lead back to the runway and thus to start/finish.

Construction workers of the track for rFactor:
Objects and/or textures from Andre F1-Edition, Virtua_LM team, CY-33, Thomas Lächele, Philcout and TheSky, MotorFX and Com8.
I'd like to thank all the others I have not listed now, but have stood by me with help and advice.
How could it be otherwise, even here is a problem.
At night some clipping on the track with the front headlights.

Test computer:
The race track was tested and developed on an standard PC with AMD Phenom II 3.2GHz with GeForce GTS 450 at a resolution of 1024 * 768.
The field was limited to 30 cars, which is for the start field the maximum.

Please unpack the ZIP file into the rFactor target directory or rather copy.

Image Space Incorporated for the great racing sim rFactor.
Dave Noonan for 3DSIMED.
Bobs Track Builder for this great track-designer-program.

I'd developed the race track for GT Legends and I expanded visually and technically for rFactor.
The download is only permitted on the websites of and, should be the path where to download differently, notify me.
Please Ask whenever changes are made.

Community Rating

Overall rating since initial release  
460/500 (108 votes) 1 2 3 4 5
Community Ratings since October 01, 2009   My Ratings
Sense of Immersion
Texture Quality
Track Layout
Racing Line
AI Behaviour
Facilities (Pits, Grid etc)
OK Track Naming
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Realistic Track Surface
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newstart027 on Oct-18-2016

It always annoyed me that at one track I would win by miles, up to over a lap ahead of the AI's, at another be able to pass an AI on a corner only to have them zoom back past on the next straight, then at another just watch the AI's disappear into the distance.

So by altering settings in the aiw & gdb I hope to make each track fair, challenging, consistent & balanced & adjust any minor car/garage errors I can, 90+ tracks so you can use as many as you like in an rfm.

In the aiw I adjusted the fueluse setting if needed to make the Fuel/lap ratio more correct, so you can put enough fuel in for qualifying & the race (my corrections are normally within 2 laps of a full tank).
set the worst adjust to 0.8 (rf default), set mid adjust to 0.9 (rf default), set best adjust to 1.0 (rf default) (while I adjust the grip level for AI drivers using AIDryGrip in the gdb file) then increase it to 1.1 (Which makes the AI's about 3 - 6 secs faster per lap in qualifying)

In the gdb I remove any attrition setting as many tracks already have it built in & adjust the garage depth if needed, remove the QualifyDuration & QualifyLaps so these can be controlled from the rfm file, normal duration of 40mins & 6 laps for qualifying, any tracks that have the laps reduced to 3 is because more than 40% of AI's fail to set a lap time in 6 laps(this prevents them from leapfroging to the front of the grid when qualifying ends), any tracks that have 4 or 7 laps is because when either an AI breaksdown or the player ends their qualifying 2 laps are added to the total instead of just 1.
Add AIDryGrip & increase the setting until the fastest AI in the same car as I use to set my fastest lap time possible on a test day, is about 1 - 4 secs slower (depending on the track length & type) in weekend race qualifying (this allows for the AI's only driving at 90% - 95% of normal season Qualifying pace & allows for the 3 - 6 sec faster time when bestadjust is increased to 1.1).
I then do a test race so I can do any fine tuning to the AI grip settings.As all tracks are different & some track makers already give the AI's extra grip there is not one easy grip setting that will work for all tracks, so is a matter of trial & error.

I could do with feedback on the settings, so if anyone would like to try the street tracks I have done, then contact me . The tracks I have completed are in Australia & the Far east, 4 tracks over 10Km(marathons) & America these rar files are 3Mb & contain only the aiw & gdb files, so if you do not already have the tracks, you would need to download the original, then overwrite the aiw & gdb, I've made it so you can install in the same way as any mod. These settings were done using cars from the HotHatch mod by Murph, so hopefully should be ok for other car mods.

I am still working on tracks in Europe, so will contact anyone who has kindly tested the tracks as it is completed & should be about 4-5Mb.
Lockinvar on Jan-11-2014

I have no trouble with the AIs.
werner38 on Jun-10-2013

gf ne marche pa autre lien svp
ggggggggg on May-29-2013

I hate gf !!!
please another link , mega , mediafire

thank you
cico76 on May-28-2013

Hey cool der is ja ganz in meiner Nähe^^
DoktorRotax on May-27-2013

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