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Townsville 400 2012 1.10

By: zolee145
Origin: Scratch | Real World
Category: Temporary Circuits
Initial release: 17-Dec-12
Current release: 1.100, on 14-Aug-13

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Screenie by: zolee145
Screenie by: zolee145

Description (Click to toggle Visibility)

Located just south of the Townsville CBD, the circuit winds its way through Reid Park where specially constructed roads form approximately 70 percent of the circuit. Set in a parkland style reminiscent of the Albert Park street circuit in Melbourne, the Townsville circuit proved to be a challenge in its inaugural year in 2009 and quickly became a favourite of the drivers.

V1.1 by Muzarati
Fixed AI driving through walls and exiting garages, tweaked AI lines, added pit lane exit lights as well a few graphical tweaks.

Community Rating

Overall rating since initial release  
445/500 (152 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 Townsville 400 2012 Comments

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The Gold Coast street circuit is a high speed, concrete-lined, thrill ride that was shortened for the new-look event in 2010 by around 1.5-kilometres.
newstart027 on Oct-19-2016

Rain is only one of the features of the plugin. Much more interesting are how, now on, temperature and humidity and other coefficients are applied to have no one lap similar to the previous or the next one.
newstart027 on Oct-16-2016

The paintings and drivers present in mod, are the participants of the rounds in Barcelona and Monaco ..
newstart027 on Oct-16-2016

It always annoyed me that at one track I would win by miles, up to over a lap ahead of the AI's, at another be able to pass an AI on a corner only to have them zoom back past on the next straight, then at another just watch the AI's disappear into the distance.

So by altering settings in the aiw & gdb I hope to make each track fair, challenging, consistent & balanced & adjust any minor car/garage errors I can, 90+ tracks so you can use as many as you like in an rfm.

In the aiw I adjusted the fueluse setting if needed to make the Fuel/lap ratio more correct, so you can put enough fuel in for qualifying & the race (my corrections are normally within 2 laps of a full tank).
set the worst adjust to 0.8 (rf default), set mid adjust to 0.9 (rf default), set best adjust to 1.0 (rf default) (while I adjust the grip level for AI drivers using AIDryGrip in the gdb file) then increase it to 1.1 (Which makes the AI's about 3 - 6 secs faster per lap in qualifying)

In the gdb I remove any attrition setting as many tracks already have it built in & adjust the garage depth if needed, remove the QualifyDuration & QualifyLaps so these can be controlled from the rfm file, normal duration of 40mins & 6 laps for qualifying, any tracks that have the laps reduced to 3 is because more than 40% of AI's fail to set a lap time in 6 laps(this prevents them from leapfroging to the front of the grid when qualifying ends), any tracks that have 4 or 7 laps is because when either an AI breaksdown or the player ends their qualifying 2 laps are added to the total instead of just 1.
Add AIDryGrip & increase the setting until the fastest AI in the same car as I use to set my fastest lap time possible on a test day, is about 1 - 4 secs slower (depending on the track length & type) in weekend race qualifying (this allows for the AI's only driving at 90% - 95% of normal season Qualifying pace & allows for the 3 - 6 sec faster time when bestadjust is increased to 1.1).
I then do a test race so I can do any fine tuning to the AI grip settings.As all tracks are different & some track makers already give the AI's extra grip there
is not one easy grip setting that will work for all tracks, so is a matter of trial & error.

I could do with feedback on the settings, so if anyone would like to try the street tracks I have done, then contact me . The tracks I have completed are in Australia & the Far east, 4 tracks over 10Km(marathons) & America these rar files are 3Mb & contain only the aiw & gdb files, so if you do not already have the tracks, you would need to download the original, then overwrite the aiw & gdb, I've made it so you can install in the same way as any mod. These settings were done using cars from the HotHatch mod by Murph, so hopefully should be ok for other car mods.

I am still working on tracks in Europe, so will contact anyone who has kindly tested the tracks as it is completed & should be about 4-5Mb.
Lockinvar on Jan-11-2014

The pit lap is counted on my install, that was one of the things I fixed. Did you delete the original folder first befor installing V1.1?
muzarati on Dec-11-2013

Gave this a run the other night, nice track but noticed that the when your in the pits it doesnt count that lap. (v1.1)
craigbowie1 on Dec-10-2013

Hey man love your work is it possible you could do Bathurst.
ethanc16 on Oct-18-2013

Hey man nice work love the aussie Street Tracks ........ any chance of converting this to RF2?
RR1CHO on Oct-07-2013

Well, I liked so much the surface... but as the most of times with this kind of tracks... the sense of speed is not as good as I would like...
susuncorda on Sep-05-2013

try V1.1 that issue is fixed. Make sure you delete the original version before installing V1.1
muzarati on Aug-16-2013

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