Just a quick update on this track. After I finished and released Feldbergring I went back to DR and did quite a few test laps. Unfortunately I didn't get any 'buzz' from it - it wasn't as great as I remembered it to be from 12 months earlier. I guessed that FBR had spoiled me, with its rollercoaster layout...
I searched YouTube for any new videos that had been uploaded since I worked on DR last and there were one or two really clear ones. I watched these through and the road seemed much more undulating than my version, more swoopy on the drop down into the valley.
I loaded up all my backup files, testing them in-game one by one. The very early versions were really inaccurate, gradually getting closer to how the road appeared in the videos. I could see the track getting more refined as time went on and I was ironing out the bigger bumps. When I got to version 40 (!) the layout was almost right, with some really nice corner combinations with plenty of camber and elevation change. I guess I had refined the track too much with my later versions - gone past the optimum point and actually made it quite dull to drive.
So, I went back to v40, made a couple of camber and width changes, and exported that as my 'new' standard. I did maybe 90-100 laps, and a dozen or so races against the AI, just to make sure it was how I wanted it to feel; the magic was back!
Now the layout is sorted (again!) I can move on with the visual assets. Some I will borrow from FBR with some texture changes, some will be new. The tree textures need to be redone completely, too (they look awful! what was I thinking?!). So far I have added the kerbs on the hairpin turns, the hay bales (from FBR) and wooden barriers (based on some photos I found of Bremgarten, CH), finally modelled and textured the red bridge at Hohburkersdorf (this has been a grey box for 2 years!), and today I started on the fencing