To start off this topic,
Been seeing people cry for more content in S3 for a long time. I myself would like to see more too!
Devs and especially Scawen, as you're the active dev on the forums, please do give this a read!
*For TL;DR read end of post.
I have a done up over the past couple of years, a few track models. Realistic ones, that could probably do well in LFS! Most are fictional, due to copyright and stuff on track names that would make putting it into LFS slightly problematic.
Well, here's the first one : South Beach Sydney Raceway, Australia
A short introduction to the track, pictures of the turns are in Gyazo links to reduce the length of this thread
Turn 1
https://gyazo.com/fd93489320be029a649aac08e28c6703
A double apexed first corner, a brilliant overtaking spot during the race. A good exit will also see you pick the draft up into,
Turn 2
https://gyazo.com/2975842c5aae77a4d5d54ce5b6383bc5
The first part of the dog-leg turn 2-3-4 section. A wide entry will line you up for Turn 3.
Turn 3
https://gyazo.com/459167b5db8d4559929f9379f997ec0f
A flat out kink, a wide exit to line up for the final dog-leg that is the kink Turn 4,
Turn 4
https://gyazo.com/10b3442b34d8f9d9191986545914160e
Turn 4, a left kink to lead you out onto the next straight. A good draft will be needed for a pass down into the next corner.
(The horseshoe corner is the second route, the Club section, which is a shorter layout, which I will get into later on)
Turn 5,6 - The stadium section
https://gyazo.com/7f3604ebe541fd8eaa92de6e6a878fe2
Probably not illustrated here is the huge braking zone after the end of the straight. A good draft out of turn 4 will definitely lead you into a pass here at turn 5. Slow section into the stadium, turn 6 followed by a short straight before we head into,
Turn 7
https://gyazo.com/c848fe53aac39931700675b5ec89ef39
I personally name this corner Sheep's Pen, as there's a sheep's pen on the inside of the corner.
When I made this circuit, I didn't want to make it so "Official and boring". Hence, the lack of fencing, and the, well, sheep's pen. I wanted it to be more open-concept. Oh, and if you're wondering why is there a lack of background and grass fields beyond the track walls - I made this project a while back and didn't really return to it :/
Turn 8 (?)
https://gyazo.com/9683eb442d334836bc78d8a5c6fb832d
Just a slight kink before we exit onto the backstraight. A good exit off turn 7 will be needed as it will determine your draft/exit speed all the way down; and that turn 8 isn't really a corner, to be fair.
Turn 9, 10, 11
https://gyazo.com/30859ee8230c8025797530134558dd9b
This follows the idea of the Silverstone Maggots & Becketts sequence. Just that the Becketts sequence has been tightened up a little.
Turn 12
https://gyazo.com/cf29f9acc6b995312c3ca829757fc5e3
A flat out or medium speed corner, depending on the car. Smooth exit out of turn 11 will line you up for a switchback here and a nice overtaking opportunity down into the braking zone for turn 13.
Turn 13
https://gyazo.com/ef60b359ae31e7e3f1fbe4c33e1db0cb
A right corner which rewards a nice exit, as turn 14 is a flat out opening-radius corner.
Turn 14
https://gyazo.com/099694c8d477b087f1fe146f87be79dc
If you're closely following your opponent ahead you might just be able to lunge him into turn 15.
(Here is also where the Club section rejoins. The club section is meant for races with the lower horsepower cars. A nice exit out of Turn 4 of the Club track will lead you down for a overtake into turn 15)
Turn 15, 16
https://gyazo.com/bd15d17e421bf32a20cfbc67f89f44ff
A medium to slow-speed chicane in the final sector. Brilliant passing opportunity. Good exit as we head down into the final few corners.
Turn 17, 18
https://gyazo.com/76c70a5f2d1e8ef1adbe74f2e22b8b1b
A double right hander that rewards a steady entry speed. A good run off turn 18 will line you up for the final chicane,
Turn 19,20 and pit entry
https://gyazo.com/f63154ceb20fdeba8c19ea491ebb7b47
Similar to Canada's final chicane. Medium to high speed. Watch out for the exit. Onto the main straight, and that's a lap.
TL;DR
If you've made it this far, thank you. This track was just a place for me to let creativity flow. I have a couple more tracks, but none as finished as this. This is indeed a long track. But brilliant for DTM-style racing (The GTR cars, perhaps..?). Doubt the GTis would get a lap done in under 2 minutes, haha
**note, elevations are not included as the individual parts are fiddley to adjust over x-y axis
Once again, thanks for taking your time off and reading this, and I do hope (well, if in any chance this is even considered) for this to be in S3. Even so, any track to make LFS better and more interesting will do a world of good.
Cheers!
Been seeing people cry for more content in S3 for a long time. I myself would like to see more too!
Devs and especially Scawen, as you're the active dev on the forums, please do give this a read!
*For TL;DR read end of post.
I have a done up over the past couple of years, a few track models. Realistic ones, that could probably do well in LFS! Most are fictional, due to copyright and stuff on track names that would make putting it into LFS slightly problematic.
Well, here's the first one : South Beach Sydney Raceway, Australia
A short introduction to the track, pictures of the turns are in Gyazo links to reduce the length of this thread
Turn 1
https://gyazo.com/fd93489320be029a649aac08e28c6703
A double apexed first corner, a brilliant overtaking spot during the race. A good exit will also see you pick the draft up into,
Turn 2
https://gyazo.com/2975842c5aae77a4d5d54ce5b6383bc5
The first part of the dog-leg turn 2-3-4 section. A wide entry will line you up for Turn 3.
Turn 3
https://gyazo.com/459167b5db8d4559929f9379f997ec0f
A flat out kink, a wide exit to line up for the final dog-leg that is the kink Turn 4,
Turn 4
https://gyazo.com/10b3442b34d8f9d9191986545914160e
Turn 4, a left kink to lead you out onto the next straight. A good draft will be needed for a pass down into the next corner.
(The horseshoe corner is the second route, the Club section, which is a shorter layout, which I will get into later on)
Turn 5,6 - The stadium section
https://gyazo.com/7f3604ebe541fd8eaa92de6e6a878fe2
Probably not illustrated here is the huge braking zone after the end of the straight. A good draft out of turn 4 will definitely lead you into a pass here at turn 5. Slow section into the stadium, turn 6 followed by a short straight before we head into,
Turn 7
https://gyazo.com/c848fe53aac39931700675b5ec89ef39
I personally name this corner Sheep's Pen, as there's a sheep's pen on the inside of the corner.
When I made this circuit, I didn't want to make it so "Official and boring". Hence, the lack of fencing, and the, well, sheep's pen. I wanted it to be more open-concept. Oh, and if you're wondering why is there a lack of background and grass fields beyond the track walls - I made this project a while back and didn't really return to it :/
Turn 8 (?)
https://gyazo.com/9683eb442d334836bc78d8a5c6fb832d
Just a slight kink before we exit onto the backstraight. A good exit off turn 7 will be needed as it will determine your draft/exit speed all the way down; and that turn 8 isn't really a corner, to be fair.
Turn 9, 10, 11
https://gyazo.com/30859ee8230c8025797530134558dd9b
This follows the idea of the Silverstone Maggots & Becketts sequence. Just that the Becketts sequence has been tightened up a little.
Turn 12
https://gyazo.com/cf29f9acc6b995312c3ca829757fc5e3
A flat out or medium speed corner, depending on the car. Smooth exit out of turn 11 will line you up for a switchback here and a nice overtaking opportunity down into the braking zone for turn 13.
Turn 13
https://gyazo.com/ef60b359ae31e7e3f1fbe4c33e1db0cb
A right corner which rewards a nice exit, as turn 14 is a flat out opening-radius corner.
Turn 14
https://gyazo.com/099694c8d477b087f1fe146f87be79dc
If you're closely following your opponent ahead you might just be able to lunge him into turn 15.
(Here is also where the Club section rejoins. The club section is meant for races with the lower horsepower cars. A nice exit out of Turn 4 of the Club track will lead you down for a overtake into turn 15)
Turn 15, 16
https://gyazo.com/bd15d17e421bf32a20cfbc67f89f44ff
A medium to slow-speed chicane in the final sector. Brilliant passing opportunity. Good exit as we head down into the final few corners.
Turn 17, 18
https://gyazo.com/76c70a5f2d1e8ef1adbe74f2e22b8b1b
A double right hander that rewards a steady entry speed. A good run off turn 18 will line you up for the final chicane,
Turn 19,20 and pit entry
https://gyazo.com/f63154ceb20fdeba8c19ea491ebb7b47
Similar to Canada's final chicane. Medium to high speed. Watch out for the exit. Onto the main straight, and that's a lap.
TL;DR
If you've made it this far, thank you. This track was just a place for me to let creativity flow. I have a couple more tracks, but none as finished as this. This is indeed a long track. But brilliant for DTM-style racing (The GTR cars, perhaps..?). Doubt the GTis would get a lap done in under 2 minutes, haha
**note, elevations are not included as the individual parts are fiddley to adjust over x-y axis
Once again, thanks for taking your time off and reading this, and I do hope (well, if in any chance this is even considered) for this to be in S3. Even so, any track to make LFS better and more interesting will do a world of good.
Cheers!