Ganjalo
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Your mileage may vary.
Posts: 592
Registered on: May 2015
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Post by Ganjalo on Jul 10, 2015 12:26:59 GMT
Hi crewmates, Last update finally gave us the ability to use the LS International Airport in the Job Creator. This is very good news for our racing crew, as the airport provides the best conditions for poleless, curbboostless, clean and open racetracks. I'm sure a lot of you already started making tracks at the airport, and I think there's one big question that we are all working on : what is the best way to prop that area ?Here's my thoughts. It is very clear that the green areas can be part of the track as curbs. Using no barriers at all would be a complete mess and would require using a lot of checkpoints, which is irritating while actually racing a track. Maybe there is also a possibility to only use checkpoints but that would mean testing each checkpoint individually so that you can't get it from the dirt, it might be frustrating for the creator and for the racers. On my first attempt, I simply placed tire walls right next to the green areas. I think it's a bit too closed, and actual racetracks don't feature walls of death at the inside of a turn. They have large sand areas on the outside to slow cars when they leave the track though. So giving some space between the curbs and the walls seems fair, but it also means, as GTA is far from a sim game, that the ideal racing line will eventually end up passing through the dirt, and that's something we'd like to avoid. So here I am with my second attempt, I spaced the tire walls a bit more, and I placed destructible barriers at the apex. Here's two illustrations. This discourages from going for the actual apex (I should say GTA apex) and still leaves room for going out of the track (cause sh*t happens). Downsides is that it might result in debris on the racetrack and the corners are open once someone destroyed the barrier. So what do you think guys? What solutions did you choose for your tracks?
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BinaryGreen
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Post by BinaryGreen on Jul 10, 2015 19:04:35 GMT
Behind the hangars is where i'll be building my next track and that track's variants in Zancudo. I really like the hangars too, they could be used as scenery for places to hold trailers, especially those orange white stair-ramp things in the middle of the fort, those could be used as bleachers too.
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Archer
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What are these "roads" you speak of?
Posts: 869
Registered on: April 2015
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Post by Archer on Jul 10, 2015 22:48:02 GMT
Essentially, by building a track in LSIA or Fort Zancudo, you have to manufacture your own corners. While that may sound alright, when I made my Fort Zancudo track, I noticed that I was using 10-20 props per corner, so I could only build relatively short tracks, or tracks with tons of straights. My suggestion is to maximize prop efficency. You don't HAVE to have props on the outside of a bend when it's near the apex of the line. That could save you a couple props each corner, combine up to allow for a longer track with fewer long straights. Similarly, try to partially overlap your props a bit, or build two-lane segments whith one barrier as a mutual wall. While you may be tempted to just tyre barrier the whole thing, know that some spots are still better with concrete barriers, such as the apex of a corner. Finally, avoid using props in wasteful means.
If you need more barriers, I noted a nifty little glitch that lets you place more barriers. Select the Barrier you want more of, scroll to the Dynamic Props (just to the left), place a Dynamic down, and pick it up. The game will then let you place more barriers, as if they were Dynamic Props. Spare 20 props can go a long way in an airport race, means another corner or two, or finishing touches such as starting gates or beach flags.
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BinaryGreen
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Post by BinaryGreen on Jul 11, 2015 1:57:04 GMT
Essentially, by building a track in LSIA or Fort Zancudo, you have to manufacture your own corners. While that may sound alright, when I made my Fort Zancudo track, I noticed that I was using 10-20 props per corner, so I could only build relatively short tracks, or tracks with tons of straights. My suggestion is to maximize prop efficency. You don't HAVE to have props on the outside of a bend when it's near the apex of the line. That could save you a couple props each corner, combine up to allow for a longer track with fewer long straights. Similarly, try to partially overlap your props a bit, or build two-lane segments whith one barrier as a mutual wall. While you may be tempted to just tyre barrier the whole thing, know that some spots are still better with concrete barriers, such as the apex of a corner. Finally, avoid using props in wasteful means. If you need more barriers, I noted a nifty little glitch that lets you place more barriers. Select the Barrier you want more of, scroll to the Dynamic Props (just to the left), place a Dynamic down, and pick it up. The game will then let you place more barriers, as if they were Dynamic Props. Spare 20 props can go a long way in an airport race, means another corner or two, or finishing touches such as starting gates or beach flags. Yea, you don't really need to have a huge amount of barriers, anyway, if you were making some sort of open circuit race, in this case Zancudo or LSIA, you could probably add some tires on each side of the driver's designated path, it will really give it a more open feel, kind of like Top Gear test track, where cones are the only things that provide as barriers, how do I put it... More minimalistic feel to the race. That's why not alot of races are made at Trevor's airfield, without the use of narrow pathways, some creators think it's way too open.
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mrcleanup
Member
Posts: 383
Registered on: May 2015
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Post by mrcleanup on Jul 11, 2015 3:06:34 GMT
I personally have only built a track around the airport so far... I admit tracks that are done properly in the infield need to have good flow to them and take advantage of the flat ground to let people see the other racers on other parts of the track. I will be posting a video of my track and an example of what and where I am talking about. I personally only made a track that was approx. 1 minute and 20 seconds long and I felt like I could have used more props. I feel like this is going to be a common issue with tracks of this type.
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Ishan
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Post by Ishan on Jul 11, 2015 3:19:05 GMT
Essentially, by building a track in LSIA or Fort Zancudo, you have to manufacture your own corners. While that may sound alright, when I made my Fort Zancudo track, I noticed that I was using 10-20 props per corner, so I could only build relatively short tracks, or tracks with tons of straights. My suggestion is to maximize prop efficency. You don't HAVE to have props on the outside of a bend when it's near the apex of the line. That could save you a couple props each corner, combine up to allow for a longer track with fewer long straights. Similarly, try to partially overlap your props a bit, or build two-lane segments whith one barrier as a mutual wall. While you may be tempted to just tyre barrier the whole thing, know that some spots are still better with concrete barriers, such as the apex of a corner. Finally, avoid using props in wasteful means. If you need more barriers, I noted a nifty little glitch that lets you place more barriers. Select the Barrier you want more of, scroll to the Dynamic Props (just to the left), place a Dynamic down, and pick it up. The game will then let you place more barriers, as if they were Dynamic Props. Spare 20 props can go a long way in an airport race, means another corner or two, or finishing touches such as starting gates or beach flags. Wait, this means all my last gen PS3 props problems are solved!
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BinaryGreen
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I'm back!
Posts: 67
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Post by BinaryGreen on Jul 11, 2015 3:25:33 GMT
I personally have only built a track around the airport so far... I admit tracks that are done properly in the infield need to have good flow to them and take advantage of the flat ground to let people see the other racers on other parts of the track. I will be posting a video of my track and an example of what and where I am talking about. I personally only made a track that was approx. 1 minute and 20 seconds long and I felt like I could have used more props. I feel like this is going to be a common issue with tracks of this type. I'm planning to use the airport and zancudo as a rallycross-style track, with uneven path widths, small ramps, and tires as checkpoints.
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mrcleanup
Member
Posts: 383
Registered on: May 2015
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Post by mrcleanup on Jul 11, 2015 3:39:48 GMT
I personally have only built a track around the airport so far... I admit tracks that are done properly in the infield need to have good flow to them and take advantage of the flat ground to let people see the other racers on other parts of the track. I will be posting a video of my track and an example of what and where I am talking about. I personally only made a track that was approx. 1 minute and 20 seconds long and I felt like I could have used more props. I feel like this is going to be a common issue with tracks of this type. I'm planning to use the airport and zancudo as a rallycross-style track, with uneven path widths, small ramps, and tires as checkpoints. Don't quite see that being possible, but I am not ruling it out.
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Ramirez77
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Posts: 62
Registered on: May 2015
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Post by Ramirez77 on Jul 11, 2015 5:13:25 GMT
Personally I feel if you want to build a track in these area, you should only try and prop out the inside of the turn not the outside to save on props. This is much more useful in the Airport because of the fact there are still huge sections of Fort Zancudo you can drive on without much use for props, like the barracks and roads in the base.
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Hiebly
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Comet ❤️️
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Post by Hiebly on Jul 11, 2015 5:35:24 GMT
There's still parts of Fort Zancudo that are offlimits for some reason I had a really good track in mind but I'm not able to do it.
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Post by jeffreyb1990 on Jul 11, 2015 10:51:45 GMT
There's still parts of Fort Zancudo that are offlimits for some reason I had a really good track in mind but I'm not able to do it. I had the same problem. But it's probably another bug, because it doesn't make sense if it's intentionally.
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axdsilva
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SO distracted...
Posts: 403
Registered on: July 2014
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Post by axdsilva on Jul 11, 2015 11:38:48 GMT
I can imagine so many things coming from LSIA, I wonder how people will try Fort Zancudo for their tracks...
You only really need barriers to define where and how tight the corners are. A long concrete barrier at an angle acts as good as one that's straight-on especially at the exit of a turn. Consequently low-long walls from CONSTRUCTION are longer and look just as good when the plain side is facing away from the racers
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Post by Trowa on Jul 11, 2015 11:48:18 GMT
I can imagine so many things coming from LSIA, I wonder how people will try Fort Zancudo for their tracks... You only really need barriers to define where and how tight the corners are. A long concrete barrier at an angle acts as good as one that's straight-on especially at the exit of a turn. Consequently low-long walls from CONSTRUCTION are longer and look just as good when the plain side is facing away from the racers I think striped barriers look better but FORM SHOULD ALWAYS FOLLOW FUNCTION, if need longer barriers use the low-long walls. Thats why I dont really care for superficial props like tire lines and tire stacks(old gen), they simply dont function how we need them to for clean racing. They look cute but thats about it.
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JamieJones77
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Post by JamieJones77 on Jul 11, 2015 19:33:32 GMT
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vice25
Member
Posts: 10
Registered on: November 2014
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Post by vice25 on Jul 12, 2015 0:22:43 GMT
For me, I like to keep the runway parts as wide as possible, but still offer a bit of checkpoint "clearance" if anyone has ever watched IndyCar, you'll know of the Edmonton Indy racetrack from around 2010. The track was wide in most places, but tightened up in others and took place on an airport. The way the barriers are set up for the race is, in my opinion, the best way to setup a airport-style race.
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