There's a lot of contradictory and misleading info out there about this track, and I do not trust most of it. I assembled this build based on photo and video reference, Google Earth, and this track's appearance in Indianapolis 500: Evolution for the XBOX 360, which I own a physical copy of, and is in fact how I came to know about this track's existence! My goal in doing this was simply to try and preserve this track's memory in whatever little ways I could. This is the second ever track I've made and successfully completed for NR, and the initial release of this track was a labor of love that for the most part came together in the span of a week and a half in February of 2023. Ever since then, this track has been a consistent work in progress, with exhaustive testing and effort put into small details trying to bring it as close to perfection as possible. I probably could've cut a lot of corners with it to get it done faster, but decided not to.
This track is a 1.375-mile tri-oval (though it was billed as 1.4 miles in the 60's). Turn 1 is progressively banked from 17 to 22 degrees, with Turns 2 and 3 being banked 8 and 12 degrees, respectively. There's also an infield lake that was used for drag boats, which I had scaled down slightly. If anyone wishes to make a period-accurate version of this track, I would endorse it, but be aware that this layout is roughly accurate to the tri-oval configuration that existed prior to 1967, after which point the first turn had been reconfigured and the track was widened to 90 feet.
This track has support for 47 cars, and the infield is fully modelled. It has been tested both online and offline with CUP, GNS, and CTS physics. As of Version 3, the AI for all three of those physics types has been optimized for 110%. This track has NOT however been tested with PTA or GTP physics or in arcade mode, so use them at your own discretion.
IMPORTANT: For the sake of my own sanity, and also in the event that Stunod goes offline, below is an alternative download link for this resource. This is a download link that automatically overwrites itself every time I post changes to it, so whatever is here will probably be the more current version of this resource.
Alternate Download Link
CREDITS
Textures and 3DOs By:
Myself
Papyrus
Cynon
Ceej
SmiffsDen
Hillcrest Racing
Mystical
Bacs
Robert Panko
John Norton
Revamped Reloaded
Realism8
Esco Trackside
Windy City Racing
Textures.com
GDubz41
ProjectShortTrack
Richard Burns Rally
Referential Material From:
Google Earth
LoganMolen.com
Indianapolis 500: Evolution
Ryan Adema
Dick Wallen (Video provided by Jeffery Stanton)
Testing:
Cynon
Ceej
Syzygy
Macchiato
historybattler
autopolis
Vaught
aria.glo
VeiledSystem
Rovenami
G_PTYNicolasCMP
Dunnl74
that.dynamo
wwwwatts2
RyanB06
TheLoneDeranger
KNOWN BUGS:
At far distances, the civilian traffic on the highway just beyond Turn 1 can be seen phasing in and out of the banking. I believe this is purely cosmetic, and thus not a high priority, but if this really bothers anyone, you can just remove both traffic .PTH files from the track directory.
-AI tends to run into each other under caution. I've exhausted my knowledge trying to figure this out, but since the Better Cautions application can disable collisions under yellow it's probably not a huge deal.
Special thanks to Logan Molen for providing the brunt of information I could dig up about this track, and the entire EFR Discord for their support.
Enjoy!!