FASTURD ENDURO NIGHT
This is the night version of the Fasturd Enduro track that I designed with GTP Endurance Racing in mind. Although the Redline Development GTP mod has a real night version of the mod that you can race on... I have not seen many folks use it, and personally have found it pretty difficult to drive in. So, I decided to use the night effects that the regular Papy designers built in for the night versions of the regular cup tracks like Richmond and Lowes. Fasturd Enduro Night therefore, is loaded into the regular track folder for cup installations, and into the trackD folder for those running the awesome GTP mod. I found the night version to be a little slipperier than the day version, so the ini file was adjusted some and the tough corners were turned into concrete for physics, although the track maps are still asphalt. All of the billboards and most of the buildings, trees, grass, and walls were repainted to have night effects, and where ever possible I used a light source to highlight the object. I also used a LOT of shading textures on the track surface, so if you have enough of a machine to run shadow effects on cars and objects, you really get the effect of driving into and out of light pools on the track. There are parts of the track, like the back straights and S's where you go into and out of lighted areas, and there are three sections where there are light poles illuminating the whole track, so those areas are really bright. I also created some custom shadow effects so the car gradually becomes lit up as you leave a dark section of the track and go into the lit sections..
I am very happy with the way the track worked out and would like to personally thank Tim Riddle for creating the custom light poles for my track. Tim's contribution to this track is another great story about how great guys give their time and energy with absolutely nothing in return but a thank you... and its guys like Tim, that let all of us keep playing these silly games.... thanks again Tim!!
Track Pics of Fasturd Enduro Night

The cars look great under the lights as the field comes to green.

Exit from pit road

Front straight and pit exit

Coming out of the highly banked turn 1 and turn 2, league signage on the right.

Turn 3, the Hula Girl S's. Two different sets of radius' so drive em different fellas!

Light maps and shadows created nice effects on the cars in and out of the light maps.
As you can see, even in the S's, there is a lot of room to race on this wide track.

Out of the Hula Girl S's and onto the second long straight with speeds reaching 200MPH.

At the end of the straight there is a set of double 90 degree Qwest corners,
again the cool light maps in the corners match up with the light poles from Tim.

Another straight after the Qwest corner brings you to the start of the Minnesota Mile
with Gopher signage and trackside logos, This is a pretty flat corner that is easy to
miss by not slowing down enough, it looks harmless, but its not... Go Gophers!

The long back straight is well lit and brings you to a 200+ MPH sweeping righ hander
that has the car setup for the HARDEST corner on the track.. the GrainBelt Hairpin.
SimGear and SSCA gets signage on the track as tribute to the fantastic endurance
racing sponsored by SimGear and offered by Darin Gangi.

Going 200+ MPH out of the lights, into the dark, and downhill, the GrainBelt hairpin is
the toughest section of the track. I added an asphalt section up against the outer wall
that allows drivers the chance to get back up to speed before entering the long straight
after the GrainBelt hairpin. Gravel really slows cars down that get off the course here,
but races will be ruined in this corner if if isn't driven with some caution.

Another view of the entrance to GrainBelt hairpin, shows the tough corner downhill with
two curves to handle while slowing the car down from over 200 MPH.

The long front straight looms in the distance, the little kink before the lit section has a
bit of a jog to the right, AND has a drop in elevation. This can be a pretty tricky part of the
track as well because its right about where you can pass someone if you come out of the
final hairpin with more speed than the car in front of you. Pit road entrance is elevated and
has bit of a jump to it if you don't have the car slowed down to pit road speed of 70 MPH.

Time for gas and tires folks... tire wear is a little harder on this track than most GTP tracks
so plan on getting some rubber on those stops!!!
Track Download
The track was released on October 10, 2006. Thanks in advance for checking it out... Foz.