Updated Superspeedway AI

Updated Superspeedway AI v5.1

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  • After a lot of thought and conversations within the community, we’re happy to announce that Stunod Racing will not be shutting down. The incredible support we’ve seen from all of you has played a huge role in this decision, and we’re truly grateful to everyone who values and contributes to what makes this community so special.

    We’ve been exploring ways to manage the costs of keeping Stunod Racing up and running, as the current expenses felt unsustainable. We considered moving conversations to Discord or creating a standalone site for file hosting, but those options didn’t really fit what most of the community wants or the experience we aim to provide.

    Here’s the plan moving forward: Stunod Racing will remain open, but we’ll be making some changes to how files are hosted. There will be a few upfront costs during this transition, but these updates will help reduce our expenses over time and make things more manageable in the long run. We’ve been working with a few members and programmers to figure out the best solutions, and while there are still some details to iron out, we’re confident we’re heading in the right direction.

    Thank you for sticking with us and being patient as we work through these changes. With your support, we’ll ensure Stunod Racing continues to be a place for creativity, collaboration, and connection in the racing community.

    Stay tuned—we’ll share more updates soon!

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Minor improvements made based on some feedback from prior update. AI testing was at 93% difficulty with PWF Expert setup and FUN.
This is my favorite (offline) version of SS tracks to drive in NR2003. The AI spread out, front runners run up front, the draft is very important. Very strategic and accurate racing (imagine if they never put the wicker bill up top and the 90s spilled into the early 00s more seamlessly). Race stats often end with accurate number of lead changes, laps led, etc. Racing at 95% difficulty is HARD with the expert setup. Enjoy and please leave any feedback!
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Reactions: KRX
This version removes the yellow lines and changes the backstretch apron to Racing Surface for accurate spotter calls. The AI check up less into turns, resulting in slightly less field spread, but better human driving experience. Any feedback welcomed.
Reworked the track.ini with the same LP lines. CUP racing should be challenging at 100% difficulty (instead of ~103-105%).