Bluegrass Motorsports Park

Tracks Bluegrass Motorsports Park V1.16

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bikerbob951 submitted a new resource:

Bluegrass Motorsports Park - My vision of what Bluegrass Motorsports Park in Sparta, KY USA could have been.

In 2009, funding and design began for road course to be built in north western Kentucky, called Bluegrass Motorsports Park. It was meant to be similar to Mid-Ohio (situated 4hrs away) in terms of facilities, and would serve as a great place for track days and spectator racing series.

Unfortunately, for reason that local car guys debate about till this day, the track was mothballed after getting it's first layer of blacktop paved. There was a huge amount of interest in this track, and the...

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Nicely done. Most kerbs feel OK, while a few others have no (or rather very little) feel and only dust gets thrown up ?
And a tip: don't use capital letters in the file name. It confuses Content Manager and mostly leads to miscalculation of distance etc (amongst other possible issues)
 
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Version 1.15. I get to "initializing AI splines" and then it crashes AC. CSP 1.77.p1.

Tested w/different cars. Other tracks working fine.

Actually loading version still says "Bluegrass Motorsports Park, V1.14"

Update: 1.16 fixed the problems. Thx.
 
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There seems to be no reaction from the author here ?
Adding to my previous post a picture from what happens when riding over kerbs with little feel (other kerb types on this track don't sort that effect and have good feel):

bluegrass_kerbs_dust.png
 
There seems to be no reaction from the author here ?
Adding to my previous post a picture from what happens when riding over kerbs with little feel (other kerb types on this track don't sort that effect and have good feel):

View attachment 583253
How about he only posted the track yesterday...give him a break, probably busy with life and not sitting by his inbox.

@bikerbob951
Looks pretty good mate. I'll give it a try, always interested in seeing how fellow RTB folk go about making their tracks. Hit me up of you have any questions and I'll see if I can help.
 
How about he only posted the track yesterday...give him a break, probably busy with life and not sitting by his inbox.

@bikerbob951
Looks pretty good mate. I'll give it a try, always interested in seeing how fellow RTB folk go about making their tracks. Hit me up of you have any questions and I'll see if I can help.
Could very well be, but he since he responded to two reviews and not in the 'ask question' department, could mean that he possibly doesn't know about this side...
 
Hi all, thanks all for the enthusiasm, and thanks to @millen for the benefit of the doubt. Yes as it turns out, there are other things in my life (like my two young kids) that require my attention, and I’ll happily sort out some small issues with the track very shortly, hopefully today.

I already know what will resolve these issues, I just need the hour or so to devote to it. Thanks for the patience, first time publishing a track and learning as I go.
 
Hello friends, V1.16 is released and should address the issues at hand! AI works properly now, no more crashing due to missing AI splines. Also corrected the kerbs and the dust issues, it's pretty much done I think.

As always, I'm keen for feedback. I want this track to be the best it can be.
 
bikerbob951 updated Bluegrass Motorsports Park with a new update entry:

Finally ready... for now.

First of all, thanks so much for the feedback, I've sorted a few issues with the AI splines crashing the track under certain driving modes, and revised some kerbs and terrain bits.

What's next:
- get rainFX working properly (_sol isn't working for me, so I can't set up rain until I get that figured out.)
- Track cameras. My native KSeditor isn't working, and the modded one doesn't have a FOV readout which makes setting cameras nearly impossible.
- Since this is a "motorsports park", there...

Read the rest of this update entry...
 
Hello again, I'm in need of opinions!

I've been squirreling away on a few things with the Bluegrass Motorsports Park, the track itself is pretty much there, but I've been working on fleshing out the "park" aspect.

I've now added a kart/drift kart track (built with the Dori Kart in mind) and I've built a Lawnmower/rallycross grassy circuit as well.

My main question here is should I release these tracks separately, or as an update to the Bluegrass Motorsports park? I plan to have them set up as configurations of the main road course, although obviously they aren't exactly configurations of the road course, they are their own separate courses on the same property.

Thanks in advance for the replies, I'm really enjoying this track building thing!
 

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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


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