Sydney Motorsport Park SuperNight (Beta)

Sydney Motorsport Park SuperNight (Beta) 2021-09-09

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The home of Motorsport in Sydney since the 90's, Sydney Motorsport Park (formerly Eastern Creek) is a staple of the Supercars calendar. From the Skaife vs Ingall drama during the Championship Finale in 2003, to the return of night racing in 2017, it's always been a high-intensity, action-packed event - and now it's finally here for NR2003.

While I would in no way consider myself to be an expert in track making compared to a lot of other members of the community, I'm hoping this track can be of help to your Supercars roster. Let me know what you think!

Mez

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Author
Esco Trackside
Downloads
1,391
Views
3,622
Extention type
zip
File size
27.2 MB
First release
Last update
Rating
4.75 star(s) 8 ratings

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Latest reviews

I enjoy the progress you have made thus far on this, my only gripe with this track has been already mentioned by Cynon, and that's the pit lane. I won't talk about it since they hit all the points I was going to make, my only other thing is that the AI just (by default) seem like they slide a bit too much at 100+ percent? This isn't a lp issue, it's merely just the way the ini is set, so it's not like the user can't fix it themselves, but for now the main issue is just the pit road, the track seems like it's coming along great though, so I'll be expecting to eat my words soon here.

Edit: Upon further evaluation, the last corner is a death sentence if you are slightly wide on the corner before it. It's unfixable with the ini contrary to my belief, so that also needs work, the last corner does.
I know this is just a beta so I won't nit pick on the minor details. I will say one thing though, I know that a lot of track makers modify short pit lanes so they can hold more cars but in my opinion, accuracy>car quantity. Other than that, I love it. Great work so far.
This is a really promising track. I'm not sure how realistic it is, but it's a pretty track so far. A few things that I've noticed.

The last three pit stalls in the pit lane are directly on top of each other. If this was only the last two, I could understand that for offline league purposes. If you do extend the pits to hold 47 cars (which should be the standard, and not 43), that could get a little dicey especially with only 8 meters separating each pit stall.

Is the grass actually that dark around that time when those lights are shining on it? Have you considered adding a bumpmap to the grass texture? If you're not sure how to do that, add grass_bump.mip to your trackmat folder, or steal one of the bumpmaps from Gothenburg (or I can send one to you). Reason I'm asking is that it makes the intensity of the lights from the light poles on the cars look a bit odd. It's a problem I've run into on my own tracks.

Sorry if this comes off negative or anything of the sort -- I really like this track so far. :D
Well done!
This looks amazing! Will there be a 43 car version though?
havent tried it and i cant wait to try this!
Bloody awesome mate! Well done.
This is ace.
5 stars is not enough.

This plays 3 wide, the lighting is perfect, and if you bake a batch of biscuits, you'll even get the smell.