rFactor 2

rFactor 2

Sonoma Road circuits and Sonoma Kart tracks
42 Comments
hipsterdad 4 Jun, 2024 @ 7:19am 
excellent work! is there a way to change the direction of the track? (eg go ccw instead of cw)
Max La Menace 4 Jun, 2024 @ 2:41am 
Magnifique travail pour un super circuit. Merci beaucoup
troutart 3 Jun, 2024 @ 11:51am 
love the tracks and the layouts, great work. there did seem to be a bug where the ai run into the wall on the final corner exiting the hairpin (nascar layout). other than that its perfect
mike frey 4 Apr, 2024 @ 7:44pm 
nice work luis
LuisB  [author] 4 Aug, 2023 @ 2:22am 
I guess you can do a Rolling Start the same you only need to when it starts is to press "SPACE" I guess and it will send you to the rolling start from the Alternative grid.
Manfredk2kpr 3 Aug, 2023 @ 1:44pm 
RollingStartLoc=0 in gdb let the cars make the rolling start from the starting grid and not from alternate grid spots in the pits. But as you have no proper left and right path and no correct teleport spots for rolling starts, it is useless to do a rolling start.
LuisB  [author] 16 Apr, 2023 @ 4:07am 
I'm not sure why it happens the setting in GDB stands for the normal start in the alternate grid on the rolling start .

//FormationAndStart=2 // formation lap with rolling start (safety car leads the field and peels off into the pits)
//RollingStartLoc=1 // Start from alternate grid

The ALT GRID is state in the AIW I don't know what else to do. The modders generally can't solve problems like that and the GDB tutorial is not so detailed.
bisnaga 15 Apr, 2023 @ 9:05am 
whenever i start the race with a rolling start the entire AI start from the pits, run over the red lights and get disqualified

apart from that, amazing mod, well detailed track
Series 7 Apr, 2023 @ 2:40pm 
Thank you! Sorry about this.
LuisB  [author] 3 Apr, 2023 @ 3:27am 
Series that is the problem that happened a lot of times, the problem is that some textures somehow are not read in the older systems and give the error, probably because nvidia pluggins had evaluate and save them on a new parameters configuration. I had other problems like that in other tracks I'll see what can be done, when I have time.
Series 2 Apr, 2023 @ 3:24pm 
Windows 7.
LuisB  [author] 29 Mar, 2023 @ 7:22am 
what is your windows version?
Series 28 Mar, 2023 @ 2:27pm 
I am having a problem with mod. I am getting a gmotor 2 error " Invalid file name for texture file Stand_main_02.BMP" Anybody have any ideas?
Johnny Magoo 12 Mar, 2023 @ 10:56am 
great job here, always liked Sonoma and these layouts are fantastic
atomed 4 Aug, 2022 @ 2:12am 
Fantastic Luis, thank you so much for this ^_^
LuisB  [author] 3 Aug, 2022 @ 12:22pm 
Sonoma includes now a circuit variation named Sonoma Long. Have fun.
atomed 1 Aug, 2022 @ 1:14am 
Great to hear that. I can help with the AIWs if you want.
LuisB  [author] 31 Jul, 2022 @ 1:36pm 
Ok. Let's find out time to do it, basically the work resides in a new AIW and set the correct SCENE. I'll take it whenever is possible.
atomed 31 Jul, 2022 @ 10:21am 
I´d say it is the long circuig, although I´ve seen the alternative long in a race. Both are fantastic.
LuisB  [author] 31 Jul, 2022 @ 9:38am 
Hi Atomed is that called "classic" circuit one of the circuits in here https://www.racingcircuits.info/north-america/usa/sonoma-raceway.html
or a circuit that doesn't exist anymore?
Let me know.
atomed 31 Jul, 2022 @ 3:38am 
Fantastic update Luis, thanks for your work. This is the Sonoma I enjoy the most.
Have you considered doing the so called classic layout? It´s a mix between the Nascar and the WTCC layouts. That would make it the whole 10/10 pack.
LuisB  [author] 29 Jul, 2022 @ 7:59am 
Problem solved.
This is my favourite track, very technical, needs a lot of training to drive it decently.
This update includes some addings with details around: helicopter, ferriswheel, loopoplane, circus tent, spectators, cars, caravans, trucks, TV screens, TV cars, etc (only seen in qualification and race).
The update was mostly to add Real Road with new texturing. The 3 circuits AIW's were revised so AI could run faster and avoid some kerbs that unstable some cars (nevertheless some kerbs were inevitable to cross over, or we will lost some reality).

BetOn turn 7 the cars avoid the kerb normally (except when they are trying to overtake but that is nothing I can do).
LuisB  [author] 29 Jul, 2022 @ 6:49am 
For some weird reason after testing it in game the skidmarks are white, they were fine in DevMod, need to check what is happening.
LuisB  [author] 10 Jul, 2022 @ 3:37am 
Sorry, I hope you have found it anyway, it should have been at 1:15. There is no path especially for Indycar and as I explain before the AI path is done avoiding the kerbs, but in reality the kerbs are part of the corridors (driving area), so depending of the cars physics the game should tell an AI if it should pass over a kerb or not, in this case the AI passes over it.
I can edit the AI path and corridors to avoid it but again that is cheating just because the game is not coded properly. I understand since I know this game since 2010 and part of the things are brought from rF1 and never have been improved. As I said I'll take a look when I have time.
BetOn 9 Jul, 2022 @ 7:57am 
4:42 is the length of the video. :) Here is the trackmap: http://indymotorspeedway.com/sitebuilder/images/Sonoma_map2-975x472.jpg At turn 7 the Indycar in your video doesn't touch the kerb, the driver avoids it because it's high. So the kerb is OK but the AI path is too tight.
LuisB  [author] 8 Jul, 2022 @ 1:04pm 
https://www.youtube.com/watch?v=rdllACwB-Tk at 4:42 it shows the kerb is correct. The Indycars are cutting over the kerb while the AIW path is avoiding it. The cut track starts after the outside limit of the kerb so unless that limit is cheated I don't see a way to solve the Indycars problem. If you low the agression they do it more perfect (I guess) but even in real life races they go over the kerb.
I will take a look again.
BetOn 8 Jul, 2022 @ 11:28am 
I tried to run a race on the Indy layout with Indycars and unfortunately the AIs spin/die at turn 7 (after the big Cola bottle) because they hit that high kerb. Here you can see GT3 cars on the track, they don't spin but almost. https://www.youtube.com/watch?v=Eba7o89J05w&t=99s
Please take a look at it, thanks.
vava74 26 Jun, 2022 @ 4:25pm 
Sonoma is green and full of flowers part of the year. It's true that we are more used to see it dry and yellow/brown/orange.
BetOn 26 Jun, 2022 @ 11:26am 
LuisB: how did you manage to get the iRacing data? I'm pretty sure they wouldn't share their scan data with anyone.
Btw I like your track a lot although the greenness is a bit weird. :)
LuisB  [author] 26 Jun, 2022 @ 3:23am 
Wow I really like the comments "I didn't like it because the terrain elevations seems exagerated" despite being a feeling and have no real data to say that. We don't do tracks by feelings but by data I suppose you also said the same to the iRacing Sonoma track if you didn't you may think that is something wrong in your game "LOD, something else". This track was based in the iracing data and I think the iRacing track was donew by scan.
Anyway Rafael you have the right to comment you just need to have better support to do it.
vava74 5 Jun, 2022 @ 8:38am 
Rafael, personally I believe that this is the most accurate available on rF2, the same way that LuisB's Portimão is far far far more accurate than Digga's.
Rafael Sullivan 21 Dec, 2021 @ 4:21pm 
didn't like it. The terrain elevations, specially onthe first cornners seams very exagerated and unrealistic. Despite of that, the "esses' are bumpy, as they should be but not too much.
smurth 17 Oct, 2021 @ 9:52am 
Nice but the kart tracks happens at night whatever the hour set.
vava74 26 Aug, 2021 @ 11:01am 
Would it be too much trouble to have a summer version, with the landscape all dry? :-D
SRO GT races happen in the Spring, with the track vegetation all green, but there are a number of iconic races during the Summer months with a nearly completely brown landscape...
LuisB  [author] 6 Aug, 2021 @ 1:17am 
gc24 is always an option to make a new AIW in any track as long as we know what to do. I believe anyhow Manfredk2 made a new AIW so ask him/her for that. About the brake marks you should ask Studio 397 to make it work as it worked before. The brake marks and AI driving line was a kind of dynamic and automatic and generated since they were ticked before saving the AIW. The manual brake marks were done but I removed them because I don't see any use for it and as I said it should be generated automatically/dinamically by the game in this case activating the race groove which never happens maybe I suppose it's a bug.
gc24 5 Aug, 2021 @ 4:44pm 
I would be interested in the new AIW. Also, would like to see more of the black brake marks before the turns to figure braking.
Manfredk2kpr 17 May, 2021 @ 10:24am 
This is the best available Sonoma :-) Maybe the other version looks a bit nicer but this one has an excellent road mesh and an excellent performance in VR. Well done, Sir. Btw. i have done some adjustments to the AIW for WTCC and Nascar. Tweaking a little bit the corridors to prevent the AI touching the high curbs. Couldnt share here the links but i can send you the AIWs via mail
Antonio Costantino 15 May, 2021 @ 10:12pm 
Of course this comes out after I come back from the track for Challenge of the Americas (karting). All jokes aside I'm glad this was put up on the workshop, thanks!
DurgeDriven 14 May, 2021 @ 10:39pm 
Thanks
JoeMoore 14 May, 2021 @ 3:41pm 
Nice track ,good in Vr
Strava 11 May, 2021 @ 11:22pm 
It shows as Sonoma 2.4
Try entering son in the search box.

I have a much older version of this track ( non-workshop ).
It has some very harsh bumps in the back esses.
Very happy that this version is smooth through there.

Would you consider doing the "Classic" layout?
( includes infield turns but no chicane )
64BoxChevy 11 May, 2021 @ 5:31pm 
Why did you delete my comment about the track not showing up in track list?