Currently working on a conversion from Rfactor of Daytona before its repave in 2010. This version of Daytona will include the rough bumpy surface it had from the mid 80s all the way until 2010. This is my first time converting a track and creating a map for BeamNG in general so it may not be perfect. If I can I will also try to include the spotlights for night time racing
Driving on that track with the car of tomorrow (NASCAR Gen 5 stock car) would be the most incredible and perfect thing to take some bots off the track and leave them destroyed!
So I've imported the track into the game but it still needs a lot of work. Did some testing with multiple stock car mods and interestingly they all handle different even without adding the bumps yet. The model for Daytona I used has pretty low banking entering and exiting corners so as a result with most mods you're gonna have to lift entering and sometimes exiting the corners. The Gavril D Series stocktruck handled the track the best as it can take the full track without lifting however it is extremely loose throughout the track. The Soliad Wendover stockcar also had really good performance throughout the track however it had to lift entering corners. The COT mod is where things started to get more difficult as I had to greatly lift into the corners and sometimes lift exiting. The Gen 6 mod performed the worst as it bottomed out and stopped turning when exiting corners causing the car to go into the outside wall.
Here's a video showcasing what I was talking about. With the different handling of all the different mods it may be required to make multiple ai lines for each mod. Mind the catchfences they're being worked on.