I'm running my AI car here with the "wireframephys on" and "show splines" and the physics mesh clearly ends, and the car keeps driving along the splines happily.
Obviously I can go for a spin on them too, it's not just limited to AI.
Using mesh hits is set to 0 too.
I actually think it's a useful feature for whatever reason you might want to use it, say a jump on a track which the AI might not like, it can with a spline across it in mid air hehe
Thing is 'convert the mesh' is what, a few minutes. Select, export to ASE in Max, find location, export.
Load modeller, nav to the folder if it's different to last thing you worked on, load ASE, export to DOF, check folder is the same as you need, navigate across if not. Hit export.
Rename geometry.ini to geometry_main.ini, copy geometry_spline.ini to geometry.ini, delete spline.ini, load tracked, load track, find starting spline point (hard usually because nothing else is loaded haha, more so if you use decals for the start/finish markings, or it's arbritrary)
Sit holding two buttons for a minute or so.
Save track.
Delete geometry_spline.ini, rename geometry_main.ini to geometry.ini.
Or press a button in Max.
I do get what you mean but all these slightly long processes on track building do add up and eventually you are finding 10% of your time on a hobby project might be spent just doing stuff in trackEd.
After a few weekends of doing the flags again and splines again you start wondering why you don't just store all that data/info in 3DS Max and never have to set it again
I'll happily work either way but for most stuff I like the completely non-linear non-destructive nature of throwing all the stuff directly to Racer from Max
Dave