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Shiraoi 1

By: Raido
Origin: Scratch | Real World
Category: Permanent Circuits
Initial release: 06-Aug-12
Current release: 1, on 06-Aug-12

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Screenie by: Raido
Screenie by: Raido
Screenie by: rFc
Screenie by: rFc
Screenie by: Raido1
Screenie by: Raido1
Screenie by: Raido1
Screenie by: Raido1
Screenie by: Raido1
Screenie by: Raido1

Description (Click to toggle Visibility)

SHIRAOI CAR LAND V1.0 by RudyD (Raido), 2012

This is a simulation rendition of Shiraoi Car Land in northern Japan. It's the second real-life track I've built located in this region, after Hokkaido Speed Park, but it seems this one is much more obscure still. It's supposedly the oldest real racing track on Japan's northern island of Hokkaido, but it's not even mentioned in many track lists.

Nevertheless, it's a pretty remarkable club track in some respects: most of it is very fast, it's got a long straight which is HUGELY wide (especially for a club track!) and a similarly wide Turn 1 (good for some insane drifts and/or overtaking manoeuvres), then gradually leads into a twisty section, which ultimately leads back onto the straight again.

It's also got a fairly remarkable history: Shiraoi opened in 1970 as Hokkaido Speedway, but shut down again in 1973 after several accidents and lay derelict for decades. Then, in 2001, it was revived, remodernised, and opened again as Shiraoi Car Land under new management. In 2006, an inner kart/drift circuit was also opened (which is also modeled in this sim version - drive out left of the pits to get onto it). Mostly, the main track is used for Japan-style club touring car races - this is where the big Supras and AE86s do battle high-speed style! - but also for drifting and some historic meetings.

In short, it's basic, but the track's main features should be there. Hope you'll have fun with it. I hope to update it into a V1.5 version later on.

Youtube onboard real-life videos:

The track was mainly developed and tested for rFactor, GTR2 and GTL (running on a Mac) using Bob's Track Builder. Since the real track is mainly used for club and historic racing, tests were done using the AE86 V2.0 mod, Vintage Formula Vee, GTL cars (modded), Siim & Niels' Supra IV mod, Plickbadger's Spec Miata and other lower-powered mods.

To install, extract and copy the track folder to your rFactor\GameData\Locations\ folder.

GTL version:
GTR2 version:

NOTE: If you'd like the AI to speed up or slow down a bit, raise or lower the Worst/Mid/Bestadjust values in the .aiw file by about 0.1 at first and experiment a bit until you're happy with it. For GTR2/GTL, also look into adjusting the RaceRatio value.
NOTE 2: Set track texture quality to FULL if possible in the sim settings, otherwise the road and other stuff may not look like they're intended (blurry). Upping this shouldn't affect frame rates in the vast majority of systems. (Reducing shadows from Full to Medium, on the other hand, tends to up frame rates significantly in Gmotor2/ISI sims.)

Conversions of this track are expressly allowed, as long as proper credit is given. Commercial used is only allowed with permission. Apart from that, this track is free.
Note: This track is SCREENIEWARE! If you like it, please make some nice screenshots for display on sim racing sites and if possible, some nice onboard videos of Hot Racing Action. Unfortunately I can't make videos myself, since replay export from rFactor doesn't work when running on a Mac.

- Known issues:
- The AI may not be setup that well for long(er) races, I tested them mainly during short ones, without pit stops.
- There's no AI or timing for the separate inner circuit. You can drive it, drift your heart out (altho it's pretty narrow), but it's not raceable as of yet.

Credits and thanks go to:

- Mianiak for the groovy JP Pit objects
- Piddy/ Bob's Track Builder
- Skyfile: Ilya/KittX (also alt. skyfile/dds)
- The dudes and dudettes at for Xpacks and for helping out.

(Thanks for these and all the other stuff you've released for rF and other sims chaps.)

Have fun,

RudyD (The Netherlands)

Community Rating

Overall rating since initial release  
415/500 (46 votes) 1 2 3 4 5
Community Ratings since October 01, 2009   My Ratings
Sense of Immersion
Texture Quality
Track Layout
Racing Line
AI Behaviour
Facilities (Pits, Grid etc)
OK Track Naming
FPS Performance
Realistic Track Surface
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Latest Shiraoi Comments

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My Hall of Fame lets you nominate up to 15 tracks, 10 cars, and 5 addons for the RFC HOF.
halloween costumes
best waist trainer
inflatable dinosaur costume
little red riding hood costume
wonder woman costume
newstart027 on Nov-08-2016

Hi TakumiFuji01, you will find your answer within this mod...
[RFC]-Fresh! on Aug-07-2012

Hello Raido! I was wondering what pack that Green car is from. Is that the Kei Office S15??
TakumiFuji01 on Aug-07-2012

Hi Nitro, adjusting the AI slider works ok of course, but you'd be adjusting AI for *all* your tracks - in other words, you'd probably have to readjust again for other tracks. Adjusting the .aiw is a bit more involved but only modifies AI speed on this one track.
I'll see what I can do about the drift/kart track, btw. (It's mosly used for drifting I think, going by Youtube videos).
Raido1 on Aug-06-2012

This track looks good in rFactor. I've never been there, but from what I can see on Google Earth I suppose this is how the real track looks. You could release the inner track as a separate kart track with working AI. Now I have to drive full speed in the pit lane to reach the track, otherwise my kart can't cross the sand between the pit lane and the track.

I don't understand this: "NOTE: If you'd like the AI to speed up or slow down a bit, raise or lower the Worst/Mid/Bestadjust values in the .aiw file by about 0.1 at first and experiment a bit until you're happy with it." Why? Why not adjusting the "AI strength" slider in the Advanced Difficulty section in rFactor, which is far more easy compared to changing some values in a text file?
NitroMcClean on Aug-06-2012

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