Started making as soon as I got Z30, so I didn't check has anybody else made it. So it's pretty much the same I guess, but mine has route guides and barries here and there to stop cutting (AS27 also has them at the most crucial parts).
by ACCAkut : posted in standalone thread
I was working on racing/timing support for some new open layout tracks. I'm happy to say that I have the basic framework working. This includes recognizing some custom tracks, assigning nodes to all cars, which is a base for determining their position in race (not implemented yet), and also path checks for server and AIRW laps.
Anyone interested in checking out the basic open track Airio functions, still in testing mode and not complete (!), jump to the & LFS Z30 Airio server. Currently, K31 track is running there. All commands such as !tr or !sb should work. Also clean laps should be saved as AIRW best/good lap times.
Yesterday, I tried a few of the new combos.
I have to admit, I didn´t have that much fun with LFS quite for a long time now...
But something about the "results" of that test-session:
First, I tried BL1x_B11.
Although I love chikanes and there is not much difference to the original BL1-track, this is a great track. I drove it with BF1 and FXR. Since there is not much difference to the well known BL1, it´s no surprise, that there were no problems with driving that track.
Another track was FE1y_F12
When I saw this track (in this thread), I knew that I have to drive it, because it looked like highpeed on FE. My test car here was the FO8. As I imagined, this track is really really great to drive. But unfortunately, this track is nothing for leagues, because after 3 laps (or sometimes less...), there is a damage of 100% at the rear suspension... My team mates also tried FXR, LX6 and BF1. -> It´s always the same. Only the UF1 was able to drive more than one fast lap.
I really hope that there will be some improvement for that new straight, soon.
Again, we started with the FO8. It´s quite a great track for that car. A lot of full throttle and smooth corners. But still challenging.
But when we moved over to GTR´s (we had all GTR´s), this track was surprisingly hard to manage. I don´t know why, but I (in XRR) was not able to find any decent settings for that track...
Completely the opposite was this track: (AS1x_AS10)
We also tested that track with GTR´s (XRR and FXR).
It was really great to drive there. Although the way out of the pits and the entrancce (which i never tested) are quite bad (still the solution is pretty well), this configuration could be nice for leagues or at least public racing...
In my opinion, this track should get into "track-pack".
BTW: I think, at least 1:42 is possible.
There is some mistake in your post about the Aston-tracks.