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/// REAL LIFE TRACKS - Recreations and Remakes


FR_Player-One
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1 hour ago, Nugsy said:

Me again.... again!

This has proven to be my most challenging build to date.

I've made it and remade it so many times I'm surprised I actually finished.

 

Brands Hatch

Both versions are on Xbox One only

220px-Brands_Hatch_2003.svg.png2_0.jpg

 

This UK track is known for its elevation changes. So many ******** elevation changes!

Any budding creator knows what a pain these are, especially when on bends.

 

Brands Hatch GP Circuit

https://socialclub.rockstargames.com/job/gtav/R9E4bcqbsUuNtIgl-NiGmQ

 

The full GP circuit is as accurate as I could make it, even after several re-makes.

It is however about 30% longer than the real thing.

This uses the full allotment of props and model memory.

Nice to race in 1st person, but not locked.

 

Brands Hatch Indy Circuit

https://socialclub.rockstargames.com/job/gtav/G0RirWvqK0CGq_sZR71iBg

 

Brands Hatch's Indy circuit is a shortened version. It is what you'd get to use on track days.

Since I was able to delete props from the far end of the map, it's a little better decorated than the GP track.

Again though it's still circa 30% larger than the real thing.

 

Nice to see this thread get some attention Nugsy. 

 

I have considered doing Brands myself, especially as it’s in GTS so it will be easy to document before building. It would still be a tough build though especially with those elevation changes you mention.

 

I’m currently re-working my Monaco now that lamp posts can be removed.

Edited by JuniorChubb
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If your track is Xbox or PC specific could you also post more pictures and videos? Some of these look beautiful 

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9 hours ago, Urban Legends said:

If your track is Xbox or PC specific could you also post more pictures and videos? Some of these look beautiful 

Nugsy’s tracks are XBox mine are PS4.

 

There are a few vids in the OP but I don’t think FR_Player-One keeps it updated anymore.

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Circuit de Monaco - PS4

 

Monaco-3.0.jpg

 

This is my third remake of Monaco, this one changes the route slightly and makes the most of lamp pots removal for a much more flowing recreation. There is now also a working pit lane in GTA mode.

Description:

A recreation of the Monaco circuit mixing road and track. Re-worked route due to lamp post removal and pit lane.

  • Link: Circuit de Monaco
  • Game Mode: Stunt Race
  • Route Length: 4.25km
  • Route Type: Lap
  • Players: 1-30
  • Location: Pacific Bluffs
  • Classes: Compacts, Coupes, Cycles, Motorcycles, Muscle, Off-Road, Sedans, Sports, Sports Classics, Super, SUVs, Utility

Video:

 

Edited by JuniorChubb
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  • 1 month later...
On 5/4/2019 at 6:38 PM, JuniorChubb said:

There are a few vids in the OP but I don’t think FR_Player-One keeps it updated anymore.

Hey,

Indeed, it's been a while.

I've been really busy with real life stuffs (not real life tracks lol) so I haven't been playing much or been on the Forum a lot.

But I'm still around, I just don't get as much time as before.
I will take the time to re-read this thread and update the first post, sometime :) 

Edited by FR_Player-One
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  • 3 weeks later...
The1AboveTheLaw

Hello everyone, this is my recreation of the Circuit de Monaco

 

Description:

I created this race with the intent to best reproduce the real life track. However I took care of the scenery a bit also. I used the elevated track pieces because they are the narrowest available (just like the real circuit), and the tunnel is my mark of creativity.

Link: https://socialclub.rockstargames.com/job/gtav/3vye6_io4EyBrbDgJSZkvA

Props: 198/200

Race type: Stunt race

Lenght: 2.48km

Players: 1-20 (Formula 1 race)

Location: Vespucci

Classes: all (Super recomanded, Sport Classics should race on a different layout, the historical route of the track which is a bit different than this one)

Lap time: 1.12... (Raikkonen's pole lap in 2017)

 

PS: dont know how to attach photo

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5 hours ago, The1AboveTheLaw said:

Hello everyone, this is my recreation of the Circuit de Monaco

 

Description:

I created this race with the intent to best reproduce the real life track. However I took care of the scenery a bit also. I used the elevated track pieces because they are the narrowest available (just like the real circuit), and the tunnel is my mark of creativity.

Link: https://socialclub.rockstargames.com/job/gtav/3vye6_io4EyBrbDgJSZkvA

Props: 198/200

Race type: Stunt race

Lenght: 2.48km

Players: 1-20 (Formula 1 race)

Location: Vespucci

Classes: all (Super recomanded, Sport Classics should race on a different layout, the historical route of the track which is a bit different than this one)

Lap time: 1.12... (Raikkonen's pole lap in 2017)

 

PS: dont know how to attach photo

Looks cool, I’ve bookmarked it 👍

 

Also, here’s a pic...

 

2_0.jpg

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On 6/27/2019 at 7:08 PM, The1AboveTheLaw said:

Thanks a lot;)

You might want to state that it's on PC too, since we're not all on the same platform.

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  • 1 month later...

Not a real life race track, but since Mario tracks have been posted here ...

 

It IS a recreation, but of the GTA IV race :

 

STARS IN YOUR EYES

9gHDIeB.png

 

2_0.jpg

 

I've actually made two versions, both set as GTA races by default.

 

This one is old school. It has no rockets/boosts, only regular weapons and stock vehicles.

https://socialclub.rockstargames.com/job/gtav/Uy2LyuiuK0W248ApHHgY1A

 

 

This version (Stars in Your Eyes XB1) is a GTA race as we now know them - It has rockets.

https://socialclub.rockstargames.com/job/gtav/1i23AbCY90Cs0KUg8l0nAA

Edited by Nugsy
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On 5/3/2019 at 6:18 PM, Nugsy said:

9gHDIeB.png

Brands Hatch

Both versions are on Xbox One only

220px-Brands_Hatch_2003.svg.png2_0.jpg

 

This UK track is known for its elevation changes. So many ******** elevation changes!

Any budding creator knows what a pain these are, especially when on bends.

 

Brands Hatch GP Circuit

https://socialclub.rockstargames.com/job/gtav/R9E4bcqbsUuNtIgl-NiGmQ

 

The full GP circuit is as accurate as I could make it, even after several re-makes.

It is however about 30% longer than the real thing.

This uses the full allotment of props and model memory.

Nice to race in 1st person, but not locked.

 

Brands Hatch Indy Circuit

https://socialclub.rockstargames.com/job/gtav/G0RirWvqK0CGq_sZR71iBg

 

Brands Hatch's Indy circuit is a shortened version. It is what you'd get to use on track days.

Since I was able to delete props from the far end of the map, it's a little better decorated than the GP track.

Again though it's still circa 30% larger than the real thing.

 

I posted up my Brands Hatch tracks some time ago...

 

I've finally added a video :

 

 

 

 

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oWQ8reo.png

   I was going to add another video but it looks like I never posted up my Donington Park Moto GP track.

 

LRJnVQQ.png

https://socialclub.rockstargames.com/job/gtav/HDoYZqikj0WXcqJuPD0y1Q 

 

2_0.jpg

 

Yes it's set to motorcycles but you can change that.

There are some points where the track doesn't meet the grass properly due to elevation changes .... so don't wander off the track!

Otherwise it's not a bad Donington Park, even if I do say so myself.

 

 

Edited by Nugsy
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Both looking really good Nugsy

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  • 1 month later...

Real-Life-IV-1024x576.jpg

 

We are running another Real Life Tracks Night on PS4 for fans of this type of user created job.

 

Come and join us for Real Life Tracks PtIV on Wed 18th September at 19:00 UTC (20:00 BST).

 

 

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  • 6 months later...

Hey, a bit of a bump here :yee:

 

So last week I tried to recreate Buenos Aires Racetrack, Autódromo Juan y Óscar Gálvez, it´s the circuit number 6. 

 

Link (PS4)https://es.socialclub.rockstargames.com/job/gtav/dkN-jChyLE-0koP_oKjnmw

 

Aut%C3%B3dromo_Oscar_y_Juan_G%C3%A1lvez_

Now, onto the mistakes I´ve noticed

 

1. It´s floating in mid air and I can´t find a way to hide it.

2. The Straight between Cajón and Tobogán is fenced due to prop count.

3. Entrada a los mixtos isn´t lined up with Curva de Parga.

4. Pits entrance is innacurate.

5. In curve 16 there is a bump that I can´t find a way to flatten it.

 

Obviously is in Alpha,I will appreciate advice and a critique being that is my first time making a replica. 

 

Here´s an onboard vid of the track:

 

 

 

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  • 4 months later...
Yellow Dog with Cone

Hi! Been a fan of these races from some time ago, really well made, kudos for that!

 

BTW, I was wondering, seeing how the Open Wheel Race Creator finally arrived, if you guys have any plans to modify or convert some of these tracks into Open Wheel tracks?

 

Thanks in advance!

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  • 1 month later...

Suprise first post Update.

 

 

Also :

 

 

 

Don't care about lenght, laptimes...

This one is built to provide the best driving experience from the real life track.
 

(PS4) link : https://socialclub.rockstargames.com/job/gtav/sv6q5r-QqEu4Fn8LLj620Q

Edited by FR_Player-One
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  • 6 months later...
On 4/11/2021 at 11:15 AM, ReRo said:

Just a long overdue update, all three of my tracks have been improved with a working pitlane:

Okayama Int. Circuit

Autódromo do Algarve

Circuit Gilles Villeneuve

 

Just a heads up in case anyone here still uses them.

 

In addition to those three updated tracks, I've created another real-life recreation. I have returned to Japan. I present to you Suzuka International Racing Course. It includes a working pitlane, the famous crossover, and it 2.2 km in length. So it will take you about a minute to get around, made short intentionally as I've made all others for a more real life feel, so not all corners can be taken at full speed.

 

All tracks are on PS4.

 

Suzuka Circuit on Rockstar Social Club

 

2_1.jpg

 

K7i5lmF.jpg

 

Edited by ReRo
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FR_Player-One
Posted (edited)

^We still can not guess your platform if you don't mention it, hm 🙄

 

While I'm here I may mention that I have, on PS4/PS5 ;) ... updated  
GP/// Tsukuba Circuit 

 

And published

GP/// Bahrain Int. Circuit

 

 

Edited by FR_Player-One
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  • 2 weeks later...
On 4/17/2021 at 6:30 PM, FR_Player-One said:

^We still can not guess your platform if you don't mention it, hm 🙄

 

 

Whoops, edited. All on PS4

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  • 2 months later...
  • 3 weeks later...

I’m in the process of making the pre-1991 Silverstone, but to get it perfect I need the angles of the three runways. From my own calculations, they’re 76/41/63. Is this correct, does anyone know? I can’t find any info anywhere else. Class A airfields typically tried to have as close to 60/60/60 as possible, but Silverstone’s weren’t exact. Best I could do is take a protractor to my monitor, kek. 
Beyond that, the goal is to make it to ⅝ scale to better match the speeds of the Open Wheel cars. According to in-game speedometer, they’re only good for around 110-120mph, whereas real F1 cars are good for 210-220. That translates to roughly ⅝, so that seems a good starting point. Conveniently, a kilometre is ⅝ of an English mile, so I can simply take the runway lengths (1 mile and two ¾ mile) and translate them directly to 1km and two 750m runways to use as a scale base. To measure these, I can use either the checkpoint distances or the pit stop length and width to calculate the right lengths. All I need to know for sure is the angle of the runways and the length of the bits that extend past the inner triangle. 

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