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Woodside 19xx 1.00

By: Relesys
Origin: Scratch | Real World
Category: Temporary Circuits
Initial release: 11-May-13
Current release: 1.000, on 11-May-13

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Screenie by: Relesys
Screenie by: Relesys

Description (Click to toggle Visibility)

Circuit mainly motorcycle, hosted the first race of F1 but in Australia.

Years from 1947 รท 1951
Hourly rotation
NO project
abandoned YES
Car Circuit YES
Circuit for Motorcycles YES
Type Circuit Road
Opening October 13, 1947
Closing October 8, 1951
Length 4737 m 15541 ft 2.944 mi


Thanks to Lee Black Knight, for the info on the circuit Btb for achievement of the track and to all those who recognize the xpacks used in the project.

Extract the folder rFactor / GameData / Location and play.

Community Rating

Overall rating since initial release  
475/500 (144 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 Woodside 19xx Comments

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Please note, when launching rFactor and looking at the track list, this track will appear under the name 'Serbia', 'Fruska Gora'.
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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

Am I the only one getting sparkles?
Flatspotter on May-16-2013

Hi - The car dies as it crosses a grey strip near pit exit - but car exits OK under AI control. Also the tree problem is you need to have everything maxed in gfx
Skyhooks75 on May-13-2013

I'm not suggesting removing objects. I'm just pointing out there is something different in some of the trees. Most trees display perfect, but some display as strips. And it appears to be only in the one type of tree.
NOxymoron on May-13-2013

If I start to delete objects to the fluidity of the game, the circuit starts to not be more faithful to the original and therefore do not call more Woodside.
Please turn down the video details of rFactor.
I use ATI HD 6850 1 GB DDR5, which is already antiquated card: (
relesys on May-13-2013

Nice country track. Would make a great Targa track

But, I do have a display problem. Many of the trees, mostly track side on driver's left, display as semi-transparent striped boxes, eg;

== Tree ============
clear
== Tree ============
clear
== Tree ============
clear
== Tree ============

It appears to me as being only the one object (or parts of same group) causing problem. In-game texture and detail levels have no effect on striped display.
Using a Radeon 4650 (1 Gig) video card.
NOxymoron on May-13-2013

Fantastic track! Only one problem; I get "sparkling" on the road and trees. Can this be fixed?
Flatspotter on May-12-2013

Nice work
jackhandle on May-12-2013

doh! I missed that, of course. Download working fine now, thanks.
dh_vetmed on May-12-2013

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