OK, two more events, Daytona, and Indianapolis.
Daytona
Daytona is clearly programmed in favor of Chase Sexton, He far exceeds anything the rest of the AI can do, and can somehow miraculously catch up several seconds in one lap after crashing badly. I also experienced some rather odd graphical bugs where a ghost starting gate would pop up about 15' in front of the real one right after start.
Daytona is mostly fast, but has a few technical sections that can be tricky to flow through. The first is a series of medium jumps just after a sharp right turn following the holeshot and a sand section. Since the Med jumps are spaced out a bit, about the only way to take this smoothly for me was to temper my speed and take short single jumps through it. Since that's all the AI on Hard tend to do, it wasn't a problem.
It's then best to swing a bit wide into the left 180 turn to set up for a scrub off the big double jump. From there I just go full gas with weight back on the whoops to set up for another scrub to land on a flat section. I debated the sense of this for some time, because it's hard to land a scrub jump on a flat without losing a bit of momentum, but when I did the jump side by side with AI that weren't scrubbing, I went ahead of them in the air every time.
Here's where it gets tricky. I then go full gas again and weight back off the first shallow jump to double jump to the downslope of another shallow jump just before a tabletop. This is a crucial double to hit precisely, and weighting back on that first jump helps temper your speed for it a bit. This is the double that makes or breaks your flow through this section.
Ideally you want to hit that double with the right amount of speed to carry you into 3 more near identical doubles. However if you can manage, the table tops can suffice to salvage speed with "on/offs" using weight back, rear wheel taps if you see an error in time to correct for it. This section can really zap speed if you hit it wrong though.
After that it's just a matter of weighting back for another whoop section. Next comes a 180 left into the last rhythm section, again with shallow jumps. For me it was best to moderate speed with a single jump onto the tabletop, and on/off. Then take another moderated speed single jump, keeping speed tempered to hit two back to back doubles after that. Now you CAN, (and I have) hit a triple off the single that follows the tabletop, but it's MUCH harder to do, and when you miss it, the speed loss is not worth the risk. After that it's just a matter of weighting back on shallow jumps, and a scrub to hit a double.
For a track with long straights and mostly shallow jumps, Daytona still requires tons of focus. I none the less managed to pull off a win with a hair under 8.8 sec lead at the last time check.
Indianapolis
Indianapolis gave me fits at first. It's a track that can make you crash in a variety of ways, mainly casing jumps and wiping out on Tuff Blocks. Once I figured out one simple way to tackle it easier though, it became nirvana to ride.
You start off with a series of fast, shallow/Med jumps, doubling onto the Med, which takes you into a 90 degree left, The left is super critical to come off with a well landed single into a double/double, to set up for a little slow hop over one shallow jump into another 90 degree left and VERY tough triple to hit, which also requires landing a single perfectly to get enough distance for.
For the longest time I was trying to hit the first single off that first left turn by taking the turn at it's apex to get enough momentum to hit it with the right distance. The problem with that is it's hard to do, and the leaning of the bike that is required to pull it off can make you go out of control. I found it was FAR easier to just take that left turn from the far right of it at a bit slower speed, which gave me enough distance and an upright posture to land it every time controllably.
This also gave me WAY more control and confidence to hit that next crucial single to set up for the triple well. Only one time did I not hit the triple, but managed to salvage speed with doubles. Now granted, most of the time I did not hit the triple perfectly, tapping it's top and the next two tops as well, but that still gives you FAR more momentum than full on smacking the front side of the jump.
Out of that triple is a fast 180 left that can be coasted through pretty well, and a tough whoop section. I say tough because the last half of it has irregular spaced and sized whoops that can send you flying high if you don't hit them just right. I have crashed many times there, but then got in the habit of letting off the gas when I go high, to avoid crashing.
Next is a tough little 90 degree right single onto an on/off tabletop, where you want to really temper speed to hit a shallow single jump on it's down slope while steering/leaning for a 90 degree right, which you can hit a triple off if done well. This is tough not only to hit precise speed on, but it also helps to swing wide left for the table top, and you can easily crash on the Tuff Blocks if you're not careful.
That 2nd triple I again hit fairly consistently, but usually via tapping tops like the other. A couple times I hit it so wildly the bike wobbled severely sideways and I nearly crashed. At times I missed it due to not nearly enough speed, but managed to on/off the tabletop to salvage momentum.
You then take a 180 right, and in and out of it is fast, flat straights, but this also makes it tricky because the finish line jump right after can be disastrous if you don't temper speed correctly. It goes into a fairly big, but short double jump, followed by a split track 180 left lined with Tuff Blocks. Too little speed and you'll case the jump, too much and the Tuff Blocks will swallow you or slow you like quicksand.
If you manage to hit the downslope on the double, you can lean/steer hard left while coasting to rail the berm, missing the Blocks, but sometimes I had to tap the brakes a bit just before the turn. Then it's "just" a whoop section and a 90 degree left off a shallow jump over a medium jump into another left to hit a big air double jump...
Or IS it "just" that? The fact is that deceptively tricky jump over the Med jump can often make you case. There I found the trick, yet again, is to much like the very first left turn, slow a bit and swing wide right first, then line it up upright vs leaned, in which case I made it over that Med jump every time with plenty control.
The first time I built up a 10+ sec lead with 2 laps to go, (after NUMEROUS restarts mind you), followed by an unfortunate Tuff Block quicksand event out of that 180 left after the finish line double jump, then proceeded to crash casing on that Med left turn jump going into the big air double, I set a goal to win with a more than 10 sec lead.
After that revelation of taking the first left turn and the left into the big air double wider, slower, and more upright, I managed to pull off a win with just under a 12.4 sec lead at the last time check. The icing on the cake, was my fastest lap time was about 1.8 sec faster than any of the AI. So don't take landing triples with top taps as a fail, it's fairly effective. The only slight disappointment was the game, yet again, not crediting me for getting the holeshot, but I'm getting pretty used to that and have plenty of SX Credits anyway. It was not only rewarding, but a big relief to get that one bagged.
250 East Daytona
250 East Indianapolis