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Perth Street Circuit 1.61

By: Yaystenny
Origin: Scratch | Fantasy
Category: Temporary Circuits
Initial release: 28-Mar-13
Current release: 1.610, on 28-Oct-15

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Screenie by: yaystenny
Screenie by: yaystenny
Screenie by: yaystenny
Screenie by: yaystenny
Screenie by: yaystenny
Screenie by: yaystenny
Screenie by: yaystenny
Screenie by: yaystenny
Screenie by: yaystenny
Screenie by: yaystenny

Description (Click to toggle Visibility)

Perth Street Circuit v1.61 by :RSM:Yaystenny

Created from Scratch by :RSM:Yaystenny using Bob's Track Builder, 3DSimEd v3, Google Earth, Photoshop CS5 and Google Sketchup 8. Road/Curb Texture from ISI Track.


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.
If there ever was a street race in Perth, I belief this would be an awesome (but impractical) design around the streets of Perth.


The Short track was designed for V8 Supercars but is well suited to Cars that like curbs and some Open Wheelers.
The Longer track was designed more for F1's, Indy cars, Enduro Cars but can still be run in V8's and other mods.
The Reverse Layout is not designed for racing. Only did it as a laugh and to create a different test track from an existing design.

I'd Like to thank Floydie, Carr and other :RSM: members for testing the track in many different mods.

Special Thanks to :RSM: for being an awesome clan.

For Permission to convert or modify please email me at kurt_st@iprimus.com.au.
Track Already converted to RF2. Will be released shortly.
I Do give permission for anyone to modify the textures as long as its for PERSONAL or LEAGUE use only!!!!!!

v1.3 - v1.5 Changelog

1. Added Painted red surface separating pit exit and track.
2. Added new road and curbing textures.
3. Road lines now separate to road surface.
4. Updated sign-age on walls.
5. New Curbs at Turn 1 Chicane.
6. Tyre Bundles at turn 1 are now moveable.
"Mirco-Wall" separating pits and road to prevent cutting.
7. Updated AIW Paths. AI are more raceable.
8. New Cameras.
9. More runoff at turn 6 and 9 on far side of curb.
10. Updated Shadows and night lighting.
11. 1 Skyline building redone.
12. LOD changed on objects to improve performance.
13. Inside curb extended in 1 corner.
14. Reverse Layout added for a laugh.
15. New Loading Screens.
16. Probably something else minor i have forgotten.


Known Issues:

1. Videoscreens Flicker
2. AI Can still crash at turn 1 lap 1 and can also crash hitting curbs to hard but less often then v1.3. AI generally take less curb now unless aggression is high. AI have been tested in Can-AM, V8Factor, 1995 CART and JF3 mods.
3. Pitlane entry is Bumpy (Working as Intended)
4. JF3 AI cars bottom out randomly (not sure if AI setup problem or track)
5. Track can be frame heavy. Turn off shadows if you have issues. If you continue to have issues reduce circuit detail to Low.
6. AI are terrible on reverse Layout. Layout not ideal for racing.

For Anymore Issues Please contact me.


ENJOY!!!!

Community Rating

Overall rating since initial release  
422/500 (227 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 Perth Street Circuit Comments

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ashleykoree on Jan-19-2019

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ashleykoree on Jan-19-2019

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.
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newstart027 on Oct-18-2016

Where is the downloadlink for version v1.61? I only see links to version 1.5, uploaded 2014-04-08.
NitroMcClean on Oct-31-2015

Starting to look really nice the layout is perfect my fav. being the short version
keep the great work comming
scottland666 on Apr-16-2014

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

I've managed to reduce the amount of cars being rolled over,by lowering the centre of gravity of the cars in the HotHatch mod. I also tried cars from the DTM mod which were ok(though I still think that the splitter would
be ripped off if they took that line through the final corner of the new section, in the real world). I also tried the cars from the McClaren F1 mod but quite a lot of those were being rolled over on those corners from the riverside 300 track.
Lockinvar on Dec-24-2013

Hi M8 love the new extended track, glad to see you fixed the pit entry & exit AI probs, I tested the problem I was having with the previous version of over 21 cars causing a crash & am happy to see that this has been fixed in this version.
I am attempting to set up a street racing series for non OW cars, with the best street circuits with settings that are balanced to make AI racing fair, consistent & balanced so I don't win by miles or loose by miles, yours is one track I would
love to include, but the AI's are having problems with 3 corners on the track making it difficult for them to set consistent lap times, though they can set a single lap that beats my best, the time difference in their lap times can be over 20
secs & they crash out at least once during a 30 min race, making it impossible for me to loose or have to battle for position. the left hander at the top of the incline after the pit exit, the left hander before the pit entry, cars are being flipped
over when they take too much of the kerb (this does not happen on every lap the AI's take but makes it difficult for them to set consistent lap times). By far the worst is the final corner on the new section the AI's take way too much of the kerb
every lap, if a 911 or similar race car took that line over that kerb at least the front spliter would be ripped off, if not other damage to the suspension. There is also the pit entry corner that causes AI's to flip over, this is not a problem for me
as I only use 30 min races, but any that want to run longer races may find this a problem. I hope you will be able to fix these problems by altering the racing line through these corners.

thanks John
Lockinvar on Dec-21-2013

I will be releasing an update to this track in the very near future.
Here is a sneak peak


yaystenny on May-25-2013

Originally posted by: Lockinvar

Love the track m8. one minor problem though if I have above 21 opponents it crashes the game after a few laps, almost always near the second chicane.



I'll have to have a look at that!
yaystenny on Apr-07-2013

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