That’s a fabulous digital layout! I like the big radius turns; the pit lane that will comfortably take six cars; the well-placed lane changers that will allow you to follow the (inside) racing line and also allow sufficient overtaking opportunities; plus it looks aesthetically very pleasing and has room for some buildings and scenery.
I am pretty sure you are planning to use ARC Pro? I'm a big fan of ARC Pro, but there are a few quirks which impact on track design and your purchasing timeframe...
Firstly, accurate lap counting requires careful positioning of the powerbase. The best place to put the ARC Pro powerbase is at the end of the straight, after the pit exit. This means the cars are in a deceleration zone, so the guide is deep in the slot (not lifting on acceleration) and triggers the optical sensor to indicate a car has crossed the line. The car will also be straight on the track for the LED to line up with the second sensor that determines
which car has crossed the line. The issue with having the sensors just after a corner is that cars can get a bit sideways - the first sensor is triggered, but the LED does not line up with the second sensor, so the lap is not counted. Placement solves this issue - which is common to all digital lap counters.
An issue specific to ARC Pro is that pressing the lane change button as you cross the sensors can cause a lap to be missed. This means placing the powerbase away from lane changers (including the pit entry). Scalextric have been working on a fix and I understand there will be an improved version of the powerbase in the new ARC Pro 24 hour Le Mans set (C1404) due to arrive next month. It might be worth waiting for this set to be the basis of your track?
The final two things about the powerbase is that 1) cars must cross right to left (with the ARC Pro signage facing you) in order to count laps and 2) the powerbase must be positioned outside of the pit lane, otherwise a trip to the pits will by-pass the sensors and you will be penalised a lap.
So what does that mean practically for your layout design? As I said, I would put the powerbase at the end of the straight, moving the pit entry to half a straight from the corner (and putting the starting grid between pit entry and pit exit) which means losing half a straight from the pit length, but that's an okay compromise. It will mean you need to come round that last corner a bit slower to line up with the pit entry sensors, but that's something you will learn to do! Too fast and you miss the pit. You will also learn to leave the pit slowly to make sure you trigger the lap on the powerbase. Too fast and you will either de-slot or be too sideways for the sensor. That's all part of the game play and does mimic real racing where pit stop errors lose races.
The only other comments I have are about the elevations. I love elevations! However, we've come to realise with digital tracks that the lane changers and pit lanes need to be as flat as possible to function correctly. That should be manageable on your design - it might mean dipping down after the main straight and going under the pit lane (to be level for that first lane changer) and then sweeping up and over for the second fly-over. That could be a big elevation change, but will look magnificent with the wide-radius sweep. Make sure that second lane changer on the overpass is also as flat as possible. Supporting the full length of the lane changer with a rigid piece of board will do the job perfectly.
Elevation changes do impact on the low-speed calibration in the ARC app which is important for some of the simulations. The calibration is a constant low speed that comes into play when you run out of fuel, have a tyre blow-out, one of the random incidents (eg engine problems), weather changes or the Arcade mode. What that means is that you have to set the low speed for the uphill section and so the downhill and flat sections might be quite fast. In my mind, it's not a huge deal - it will be how it is for your track! Another issue will be the Pace Car function, which also runs on a constant speed. As you have no very tight Radius One corners in the layout, it shouldn't be too much of an issue. If you choose to use pace cars, they will just need careful calibration so they get up the hill, but don't spin out on the tightest corners. I am going to start looking at these features in my ARC Pro app thread as soon as I have time:
https://slotracer.online/community/showt...hp?tid=181
I hope that all helps - it turned out a much longer reply than planned