well, I don't know the best method. It all depends on how you make your physics model and how you store / proces your track
As for the tube track;
- find the center of the trackpiece at your current location*.
- let the botom of the plane/car (how do you call one of those, never was a real fan of the series) point towards that point.
- also point gravity in that direction.
- if the car is at half thickness of the track, either push the car back by equal amount (normal force) or take away gravity. like I said, it all depends on how you make your physics model
* by current location I mean from begin to end not by x/y/z. like if you were 1st in the race, your location would be further than if your were 3rd.
edit:
what happens when you land upsidedown in that game?
and what happens when you race perpendicular to the round track, do you fly of or do you remain attached?