Detroit Metropolitan Wayne County airport
It doesn't quite compare, you know, in the amount of effort, to the one above (Good job Evo 7) BUT, I reckon it has a nice Australian V8 curb-to-curb chicane on the second straight (the first straight after kilometer 1) and two nice karussel hairpins.
All in all, though, it would be some good touring car racing. It reminds me of what a British touring car series would run, if the track designers were Australian... (it makes sense in my head at least...)
I especially like the idea of all turn one battles being carried into a chicane on starts and restarts, but, without danger... what could one POSSIBLY hit in an airfield? The first and last sections are set up to give a good passing opportunity into turn 1. Then there's a high-speed (and therefore, single file) chicane, with a somewhat high-speed (draft) straight after, leading to turn 3, and then turn 4, where it's likely that people would see some serious battles.
Then, the middle section is a series of shorter straights and tight turns. At the third kilometer mark, (turn 8 is the right hander that splits the two straights) things get a little less easy, and follow a rhythm. At the fifth kilometer mark, lays the 14/15 complex which would bunch the cars up a bit, and lower speeds on the runway. This puts an emphasis on a good exit, which would be vital for a lap time, and makes the track even safer.
It's even nice for the airport, because they don't have to close EVERY landing strip.
John F. Kennedy International Airport
Pretty much the same thing: long straights followed by chicanes or hairpins, to make passing somewhat easier. As with so many other tracks, the important things to remember are based on exit speed and out-braking the opponents while having a battle. The first section is very tight and technical, all the way from turn 1 (the chicane) until turn 14. After turn 14, comes the long straight (hangar straight) which leads to the hangar, and the massive hairpin (turn 16.) After turns 17, 18, 19, 20, and 21, you're led to the final hairpin, which goes all the way around the runway, as the runway there serves as the pits. Then, after passing the unsafe bits near the pits, you would be returned to the start finish line by a set of two, probably full speed (well, okay, it depends on the HP and weight of the car), sweepers. Turns 14, 23 and 24 are the most important because they lead onto long straightaways. They're crucial to all lap times.
John F. Kennedy International Airport (Var. 2)
This is a much more open, wider version of the Nürburgring, it seems. It's very technical, but, the corners don't look sharp until you drive on it. The layout is deceiving... (to be continued)