It sounds like you would prefer then that we have a player-driven line rather than AI, which is my strong preference and even advice. The AI-generated lines are unnaturally thin, and with 120 laps would be quite dense as well. This leads to a super-thin grip strip where even putting one side of the car off of it can cause a handling imbalance. In real life, and indeed with only real drivers generating the rubber in rF2, the line is broader and less "concentrated," so the grip falloff is more gradual as you move away from the ideal line. It looks completely different, in fact, and has a very significant influence in passing situations.I will use the 120 laps file when the server is restarted (the AI generated), and after that it is progressing from what we drive on the tarmac.
What I want to do is to save after the first race the rubber, and use the rubber from the first race for the second race so that it keeps progressing after I restarted the server for the second race..
In addition the AI don't drive the best line at Fuji in several places, which is the case with many tracks.
I have a good player-generated realroad file that I'll send you in a PM and you can decide if you'd like to use it. However I also want to let you know about something else that you may not be aware of, and that's how to set a server up so that the realroad accumulates indefinitely and automatically, across weekend and even server restarts. Basically you just need to set it so that it loads, at the beginning of a weekend, the autosaved realroad file, and then the other sessions are set to naturally progressing. This can be done two different ways but I'll just give you the more direct method, which is to open up the *.wet file located in the UserData/player/Settings/Fuji2012Gp folder and set the below fields accordingly:
RealRoadTD="user:AutoSave.rrbin"
RealRoadP1="user:AutoSave.rrbin"
RealRoadP2="natural"
RealRoadP3="natural"
RealRoadP4="natural"
RealRoadQ1="natural"
RealRoadQ2="natural"
RealRoadQ3="natural"
RealRoadQ4="natural"
RealRoadWU="natural"
RealRoadR1="natural"
RealRoadR2="natural"
RealRoadR3="natural"
RealRoadR4="natural"
The effect of this is that as people join the server during the weeks leading up to the race they gradually rubber in the track according to how they drive, so it just comes together naturally. Some people like this and some don't, because by race day you'll no longer be seeing a progression in the surface unless it rains. It's just another option to have. I think it works best when paired with some method of variable weather generation such as the Weather Tool (http://isiforums.net/f/showthread.php/11398-rFactor2-Weather-Tool).
The main thing IMO is to try and avoid the use of AI-generated lines in online events.