converted from the PC port of NASCAR Thunder 2004, which so happened to be using ISI's rFactor file formats. lightweight and works with Beamng-MP. I added the drag strip ground material on the racing surface to have more grip with racing slicks (can create crazy flips when you have very grippy tires), and has AI! Spoiler: 7/30/2020 changelog fixed AI pathing made the grass look more like grass (and no longer looks like AstroTurf) added clouds/wind modifiers fixed collision in the tri-oval grass removed mesh on turn 3 (which was causing bumps and is no longer needed due to being visual and didn't affect the track mesh itself) included the original Nascar Thunder 2004 pitbox textures which you can add to any pitbox that you'd like created a custom-made pitbox template. due to the game not including one, i edited the blank pitbox texture the best i could (note due to an issue with the mesh sharing the first pix box texture, some pitbox signs have an extra material named pitsignXX. replace XX with the pit box number that it's pared with)
Awesome work! Its funny to see how wildly inaccurate this track is after doing Carb Cup at Talladega in iRacing all of week 13 lol. By the way I have a .DAE of Bristol from Assetto Corsa if you want.
finaly it is here --- Post updated --- are you going to do a crash comp on it --- Post updated --- --- Post updated --- all my bmg folders are gone!
I see a problem with this you should scale the size down a tad as you can go like 5 cars wide when in real life its a risk to go 3 cars wide.
It's not useable in the game as it is. I only uploaded it so he can use it if he wants. --- Post updated --- I think that's just how it is in NASCAR Thunder. It's wildly inaccurate.
It's great to have a superspeedway that has a catch fence all the way around, flying over the wall on Ate-ona for a year has been slightly annoying.