Hi Erwin, nice to hear that my example helped you. Frankly, I was thinking how to apply driveline for RBR to make the track for endless driving (in that case all three timing gates have to be set to position of 0 (zero) meters). And this can work only for closed circuits as I realised in the past. If it also works for rF - that's even better
Also, the interesting new thing for me was that I've set Y position of all driveable tracks to 0 meters (ground level - because only then using the outside camera makes sense for rbr), created the "fake" track at default 20 meters height - then when moved it down, AIW lines went also down, but were glued to "physical" track. I have never experienced that before.
The "AIW maker" track was simplified as much as possible and switched off from rendering just to save calculations of computer. I think it could be deleted as well at the end... because even if you tell the machine not to render something, it's still there on scene in the game and processor still calculates this. You just don't see the object.
I memorised also some early Brendon's tutuorial about "Flying over the track" when the whole route is made from couple tracks. Well, I probably have never used that view in btb - just in case. "Accidental hero" I am then
For examples like this I always use default btb textures which are very good, everybody has them... Making good own/new from mixed textures is always a challenge, so I just save some time this way too