There´s a detailed to-do list made by Paulo to put a WIP together for releasing. This is the sort of task wanted for F1 virtual tracks.
PHYSICS
1. Check cc-cars correct behavior
1.1. Analyse cc-line: follow cc-cars onboard and see if their acceleration/braking/turning patterns are realistic, e.g. no braking mid-corner. Fix: redo cc-line
1.2. Check cc-cars behavior in the pitlane. Check all pitlane flags.
1.2.1 Pit entry: cars must not brake suddenly and leave normal line smoothly. Fix: change line 67 (sectors to pit in 1) in magic data
1.2.2 Pit exit: cars must return to the normal line smoothly and must not cross the white line. Fix: change line 68 (sectors to pit in 2) in magic data. Do not create additional pitlane sectors to make cars follow the white line. Draw the white line with jipmapping in the track sectors.
1.2.3. Check cc-cars pit stops. During race cars must enter and leave pit stops normally. Fix: make sure first pitlane sector is perfectly aligned with nearest track sector (the one with flag 86 - Connect Pit Lane Start)
2. Check correct surface behaviors. Fix: use GP4Builder's search feature to assign behaviors by texture. Make sure all driveable (and crashable) surfaces and walls are TRACK_ class. Then create .col from .gp4.
2.1. Check if all kerbs have the "Kerb" checkbox correctly assigned in the .dat file. Also, for compound kerbs (kerbs with complex sections graphically - like Sakhir) make sure that the most relevant section is represented correctly in the .dat file.
3. Check for unwanted bumps in run-off areas. Fix: remove any sudden changes (height or angle) in track banks.
4. Check if physical and graphical track limits are the same, e.g. if tyrewalls or other objects that change track limits are correcly represented in the .dat file. There must be no objects of this kind that can be driven through.
GRAPHICS
1. Check track for unwanted visual bugs.
1.1. Flickering objects. Fix: object-dependant, most likely caused by the object behind (incorrect materials, faces creation or both) or could have no fix at all. Also varies by graphic card.
1.2. Disappearing objects. Fix: check drawing distance. If it happens only when viewed by one side, check materials and faces creation.
1.3. Dark objects. Fix: check normals and reverse if necessary.
1.4. Overlapping objects. Often caused by large objects e.g. very long fences or objects that have parts distant from each other. Fix: split object into smaller, more localized objects.
1.5. Missing objects: objects that do not appear at all depending on race session and graphic settings. Fix: correct object classes
1.6. Missing or incorrect reflections on wet tarmac. Fix: correctly use flag 0 (reflects) or 64 (doesn't reflect) and create relative REFLECT_ object if necessary (for walls).
2. Repeat item 1. in various settings.
2.1. Different game sessions: practice, qualifying and race
2.2. Different weather settings: dry and wet
2.3. Different graphics settings.
2.3.1. Object rendering: all objects, trackside objects, no objects
2.3.2. Advanced lightning on, renedering maps: static and dynamic
2.3.3. Reflections low (on wet sessions: reflection bugs are harder to see with reflections on high setting)
2.4. Different camera angles: cockpit, onboard, tv cameras, chase, rear chase.
2.5. Difficulty settings: rookie (for bestline check)
3. Check .tex files transparency settings
MISC
1. Check magic data (this could be a very long description so I'll write about it later).
2. Check starting lights position (with TSM only)
3. Prepare loading screen (.bmp), menu trackmap (.gpi)
4. Write readme!