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Tracks

Below is a list of all of the tracks that I have developed with some metrics. For consistency, I've standardized the name of all tracks based on their locations (city/country). Tracks themselves and the FIA have been inconsistent over the years about what a track / grand prix is called.

Many tracks have changed layouts over the years. The year that a particular layout was first run is noted.

If you are interested in a detailed description of how I build tracks I wrote three posts on my blog describing my process:

  1. Preparing to Build a New Track
  2. Turning Research Into a New Track
  3. Testing, Testing, Testing A New Track

The sheet

Key and Notes

  • General Information
    • Years The years that this track was run in this configuration in F1. This will include configurations that represent very minor changes.
    • also use for A different configuration of this track was used in F1 during this time but this version is either close enough and/or I have no plans to build the other variants so this is as close as I'm likely to build.
    • aka A common name that the track is known as.
    • Track Length Length of the track measured in total spaces the shortest(ish) way around the track. One space converts to about 0.07 km, 0.04 miles, or 76 yards.
    • Corners The number of corners (as defined in game terms).
  • Scores
    • Q-Start This is trying to guage if the track rewards race from the front strategies or race from the back strategies. High scores indicate a swing in favor of race from the front. Low scores indicate a swing towards race from the back. The closer to 0 the closer to a balance between those two. Specifically, I am looking to see how various start speeds and grid positions relate to podium finishes. When I have smaller sample sets for actual race results, I mix in a score based on physical track characteristics that seem to coorelate well(ish) -- mostly 3-wide corners, some 3-wide in general, and a little ratio of slow corners to track length and number of medium long straights.
    • Downforce This is a look at how various Top Speed and Wear totals relate to podium finishes. High Downforce indicates that Wear is more important than Top Speed. Low Downforce indicates that Top Speed is more important than Wear. The closer to 0 the closer to a balance between those two.

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