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Leipziger Stadtparkrennen 1.15

By: f1edition
Origin: Scratch | Real World
Category: Temporary Circuits
Initial release: 31-May-13
Current release: 1.150, on 31-May-13

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Screenie by: f1edition
Screenie by: f1edition

Description (Click to toggle Visibility)

"Leipziger Stadtparkrennen" v. 1.15 for rFactor von Andre F1-Edition.

History:
The "Stadtparkrennen - Rund um das Scheibenholz" was a race on public roads in East Germany. This track for F2-cars was from 1950-1958 in the downtown of Leipzig-Suedvorstadt.
The circuit was around the "Clara Zetkin"-Park and the horse racing track "Scheibenholz".
Now drive a lap on this track: You start on a wide highway and drive to the section "Kurve der Jugend". After a left turn you see on the left side the city park and on the right side the downtown from Leipzig. On the end of this straight you've the section "Erich-Zeigner-Kurve", you see on the right side the memorial of "Clara Zetkin". Now you are on the "Anton-Bruckner-Allee", a long straight interrupt from two islands with a pond and a flower-beds. On this long straight you drive the first time across the river "Elster-Flutbett".
After the second island you've the section "Werner-Seelenbinder-Kurve". A left turn on a small park road "Nonnenweg" through the "Clara-Zetkin-Park". On this straight in front of the section "Kurve der Freiheit" you get the top speed of the circuit. On the end of the park road you drive through the section "Wald-Kurve", a really tricky section. ;-)
Now you drive the second time across the river "Elster-Flutbett" and also the river "Pleisse". After the bridge you have on the left side the horse racing track "Scheibenholz". The last long left turn to start/finish is section "Ziel-Kurve".

Construction workers of the track for rFactor:
Objects and/or textures from Andre F1-Edition, Virtua_LM team, CY-33, Thomas L├Ąchele, Philcout and TheSky, MotorFX and Com8. And everyone else that helped me with advice and assistance.

Bugs:
How could it be otherwise, even here is a problem.
At night some clipping on the track with the front headlights.
If you choose the option "flying start", please don't abort the lauch round, then the AI-cars crashed together.
No bug is the problem of AI cars in the DRM-MOD specifically the Porsche has with the track, which is not in my hand.

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 36 cars, which is for the start field the maximum.

Installation:
Please unpack the ZIP file into the rF target directory or rather copy.

Acknowledgments:
Image Space Incorporated for the great racing sim rFactor.
Dave Noonan for 3DSIMED.

Community Rating

Overall rating since initial release  
479/500 (120 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
Atmosphere
Facilities (Pits, Grid etc)
Cameras
OK Track Naming
Addictive-ness
FPS Performance
Realistic Track Surface
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Latest Leipziger Stadtparkrennen Comments

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Here is a street circuit based around the river and city of Perth.
The track was designed by me and is based off real life roads and has been made as accurately as i can with my basic skills.
192.168.l.l
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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 lockinvar@sky.com . 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

Omg! Thanks i loved this track on GTR even if it was a mod it was my favorit track :3
FoggyKing on Jun-09-2013

good work!
neron2 on Jun-08-2013

What changed?
kiro54 on May-31-2013

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