Deleted
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Post by Deleted on Sept 8, 2016 18:09:11 GMT
- What do you mean by this? "my suggestion is to try and use the bump(s) and hill track section."
So this will obviously not work as you need the bridge to go over the start/finish straight and not through it... Before I realised that my thought were that you could take advantage of the natural smooth slope that props such as the steep hill and jump once have to create a smooth custom bridge/hill.
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Orchan
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Post by Orchan on Sept 8, 2016 18:18:12 GMT
- What do you mean by this? "my suggestion is to try and use the bump(s) and hill track section."
So this will obviously not work as you need the bridge to go over the start/finish straight and not through it... Before I realised that my thought were that you could take advantage of the natural smooth slope that props such as the steep hill and jump once have to create a smooth custom bridge/hill. That is a good idea, it's a shame those props aren't for the thin stunt roads.
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Post by Deleted on Sept 8, 2016 18:30:13 GMT
So this will obviously not work as you need the bridge to go over the start/finish straight and not through it... Before I realised that my thought were that you could take advantage of the natural smooth slope that props such as the steep hill and jump once have to create a smooth custom bridge/hill. That is a good idea, it's a shame those props aren't for the thin stunt roads. What do you mean by thin stunt roads? These are under the Raised Stunt Tracks which a thinner that the normal Stunt Tracks. There are the wide variant of some of the Raised Stunt Tracks if that is what you're thinking of?
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Orchan
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Post by Orchan on Sept 8, 2016 18:34:32 GMT
That is a good idea, it's a shame those props aren't for the thin stunt roads. What do you mean by thin stunt roads? These are under the Raised Stunt Tracks which a thinner that the normal Stunt Tracks. There are the wide variant of some of the Raised Stunt Tracks if that is what you're thinking of? I simply meant the normal Stunt Tracks which are super thin in thickness, not width.
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drknut
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Post by drknut on Sept 9, 2016 12:36:59 GMT
Hi all! I made a recreation of one of the racetracks in my country, Circuit Zolder. Hi ikbatsumoeder Thanks for sharing this track with us. First of all, I really enjoy racing on tracks that feel like a real circuit and give this experience of being a proper racing driver rather than a hormone-boosted actor in the movie Need for Speed I was particularly looking forward to testing your track, as I have raced in real-life Zolder several times myself. And somehow your track is fun, but there are a lot of issues, and I am very sorry that my testing results in so much criticism. Please be aware that this is meant to help you improve the track, because I generally like it and it has good potential. With this, let's go ahead into the points: - Elevation Changes:
I feel the various elevation changes are detrimental to the track. Not only are they resulting in various jumps (unfortunately, GTA physics are like that), but they are also very often unfortunately placed. The first elevation change after turn 1 making Sterrenwachtbocht (turn2) into a blind turn in is kind of interesting, but basically guarantees that anyone who doesn't know the track needs to respawn immediately. That might be good for you winning races on your track against randoms, but it doesn't make for good racing. So either you need to introduce some kind of run-off area, or eliminate this jump, I'd say. Additionally, it leads to Sterrenwachtbocht and Kanaalbocht (tunr3) hanging to the outside, which makes it really awkward to drive. The Jump out of Kanaalbocht is still in the turn exit and makes you go off the track, if you're trying a normal racing line. Same is true for the jump at Terlamenbocht. They are all very sub-optimally placed. Jumps work fine on straights, but are often problematic when they're still in the turning zone. And last but not least, I don't understand the purpose of these elevation changes. Real-life Zolder is basically flat, with the exception of the small hill at Sacramentshelling (after the back straight). But this is the only place, where you don't have an elevation change on your track.
- Straights:
It might be true that the straights would be that long in reality, but straights in GTA feel much longer than they should. In Zolder, you never feel like you have an endless straight. Rather the contrary, the straights are feeling short and you need to place your car and play the opponent well, if you want to get any chance of overtaking in the next braking zone. I would suggest to substantially shorten the straights.
- Chicanes:
Unfortunately, the chicane road pieces of GTA are shit. They're not chicanes, but quick direction changes. Which is why especially the Kleine Chicane after the back straight feels completely wrong. In reality, this is a heavy braking zone followed by a tight zig-zag. The same is true for the Jacky Ickx turn -also this is a heavy braking zone in reality. I don't necessarily think that a GTA race track needs to be exactly like the original, but it should ideally imitate the feel of a race track. And your race track might benefit from some breaking zones and a bit more demanding passages. Right now it's flat out for several dozen seconds from turn 4 until Terlamenbocht, which makes it really boring. Especially in a Sports car (the car class that should be the best for Zolder, imho). My suggestion: don't use the track parts GTA offers, but use rather a big open space and make the chicanes with tire stacks or similar on top of them.
And btw.: you don't like Jaques Villeneuve? Or why you left his chicane out?
- Concrete Barriers:
Speaking of Jacky Ickx: those concrete barriers in the last chicane, which are invisible before you turn in, are plain horrible. With their placement they just cause trouble and actually the way they are now, they don't really make for a more interesting racing line, but are only a race incident waiting to happen.
- Pit lane:
Besides not really being functional, it is also not working as the transitions from the track and going back onto it are not smooth enough. If you want to have a pit lane that works in races, you will need to fix this. Also, you will need to make secondary check points in the pit lane (otherwise you have to drive backwards on the track to get the checkpoint at the start-finish straight), and you will need to add some barriers that will make you loose time in the pits by driving around them. Of course you will need to set the race mode to GTA and also place repair checkers in the pit lane.
- Checkpoints:
The checkpoints are too few (if you e.g. go off at the exit of Kleine Chicane, you start all the way back before the beginning of the back straight), and their orientation is often not optimal (when re-spawning, you don't face in the direction of the racing line, but towards the outside of the track)
Summarising, I think it's very nice to have race tracks that feel like real circuits. But if I were you, I would rather focus on the feel than on the real world numbers. I don't care if length and lap times are different, if it feels like driving in Zolder. I would try to change the track with this in mind. But then it has great potential.
Btw.: your blueprint is a little outdated, I think this Zolder layout is from the 80's. The track as it is now is more like this:
Here you'll find a comparison of the changes of the years: www.racingcircuits.info/europe/belgium/zolder.html
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drknut
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Post by drknut on Sept 9, 2016 14:25:55 GMT
I recently published my first decent stunt race (Normal race with stunt props), I was hoping to get some feedback on it on what I could improve upon it. rsg.ms/6eb3731I hope some of you leave some feedback Thanks for sharing this track! I really enjoyed testing it. But I have to admit, I am a little on the edge about it. It is a very nice track layout that is fun to drive. Some tricky fast corners and some corners where you really need to place your car well through the first turn, to have a good run trough the next or even next two. That's awesome and a very satisfying feeling when you get it right. It is really fun to drive. The whole passage from the end of the first tunnel until the second is really outstanding. The bridge is especially well done. And the pit lane works excellently. On the other hand the track is placed in a part of Los Santos that is really cluttered with static and dynamic world items and you're navigating lamp posts, signs and trees all the time. I hardly managed to get a clean lap, there was always something in my way. Especially as in turn 1 and 2 (and to some extend turn 8, just after the 2nd tunnel) there are items on the racing line on the inside and it even seems faster to drive through them than around. Or that lamp post on the right side of the bridge that you can fit under only in sports and supers. This might be personal preference, but I don't like tracks where I need to place the car every time, every turn exactly right on the millimeter, otherwise I'll stop dead in my tracks or spin out because of hitting something (probably, that is because I am not very good at it ). Plus that all those lamp posts and signs will litter the road for the cars to follow. Some of the posts etc. you have covered with these giant barge boards with the arrows on them. But I feel that it doesn't really improve the situation very much, as you'll fully collide or spin out on these, too, the way they're placed. I am not really sure what you can do about it, besides placing the track somewhere else in LS (which obviously wouldn't be the same). Certainly you can try and fence off some parts with continuous barriers/sidewalls, but it likely wouldn't solve all the issues. On a more style-related note, the corners 1 and 2 (in and out of the first tunnel) feel a little open in comparison with the rest of the track, that is a nicely fenced-in race track. I'd maybe like so see some barriers on the turns' outsides there, although they are not really needed for function.
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Post by Deleted on Sept 13, 2016 9:58:31 GMT
I've been working on-off for a month on this track; LSIA Speed Trial [PC] and I kinda feel like it's complete. But when you get to that point the case is rarely that the track are done, but as the creator I'm blind to see mistakes and flaws. I'd really appreciate to get some feedback from a pair of fresh eyes that don't know the track
LSIA Speed Trial
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denko83
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Post by denko83 on Sept 13, 2016 10:57:46 GMT
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scrazor92
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Post by scrazor92 on Sept 13, 2016 14:03:51 GMT
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Post by Deleted on Sept 13, 2016 14:35:45 GMT
I'll take a look at it sometime today
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Post by Deleted on Sept 13, 2016 14:41:15 GMT
I like to test peoples tracks, but I'm not much of a fan of fun/LMAO stunt tracks. Also I don't really know what to give feedback on as my expertise are non existing when it comes to stunt tracks. I'd say that NODO aren't the best place to get reviews on your stunt tracks, maybe check out GTA Content Creators ( GCCC) instead, as they focus on all kinds of creations and not only regular race tracks.
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Kubeeho
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Post by Kubeeho on Sept 13, 2016 15:18:41 GMT
Hello guys! So I finished my first solid track a few days ago. It is for PC, you can find it here. If you want to see it in action, here is a little video I captured. Fast paced track going through construction of building in the middle of Los Santos. It has full speed sections on mighty ramps as well as tight fully-custom technical corners. Built by hand, setting every inch of track to prevent it of little bumps that makes your car spin. Lap time is slightly under one minute in supercars. It is for 24 players maximum. Due to a short lap, it is very contact race and even if you are first, you are never alone on this track as long as you will always catchup someone from behind when he crash. Thank you for testing my track and I can't wait for your feedback on this! See ya!
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Post by Deleted on Sept 13, 2016 15:36:24 GMT
Hello guys! So I finished my first solid track a few days ago. It is for PC, you can find it here. If you want to see it in action, here is a little video I captured. Fast paced track going through construction of building in the middle of Los Santos. It has full speed sections on mighty ramps as well as tight fully-custom technical corners. Built by hand, setting every inch of track to prevent it of little bumps that makes your car spin. Lap time is slightly under one minute in supercars. It is for 24 players maximum. Due to a short lap, it is very contact race and even if you are first, you are never alone on this track as long as you will always catchup someone from behind when he crash. Thank you for testing my track and I can't wait for your feedback on this! See ya! As I said in the comment above, I'm no fan of "stunt" stunt races, but the immidiate thing that pops into my mind watching your video is that you'll need to memorise most of the track to be able to race on it - as most of the track consists of blind corners. The second thing that I noticed is that big parts of the custom build parts are bumpy which makes it very hard to correct mistakes and wrong lines (which you will have as most of the corners are blind). So - smooth out the road and try to open up as many of the blind corners as possible Whether or not this is overall a good stunt track, I don't know. I really don't know what makes a popular stunt track.
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scrazor92
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Post by scrazor92 on Sept 13, 2016 16:18:05 GMT
LSIA Speed Trial ReviewFirst of all I´ve to say, that this is a very well made track. I tested it in 3 conditions: day and clear, night and clear, day and rain. All of them worked very good for me, after I´ve done my first 2 laps. Unfortunately nobody joined so I had to test it on my own:( Since this is a airport race and you pretty much created your own corners for ~80% of the track, it´s obvious that it took me a few moments to learn it. But once I found the flow of it, it clearly stays in your mind and you go into hotlapping mode, pushing yourself to get the best out of the lap. I´d like to go through the track, to tell my impressions on it: The first thing I noticed was the black stunt block you used at the starting grid to prevent people from curb-surfing. I´m totally in love with that idea and wish I could´ve used it on my Portum conversa track - you gonna see the part I mean I´m definately gonna do that from now on though! Like I said this track is very well made and I can clearly see the time you´ve put into it. But leaving you with no useful information, beside that I really enjoyed it, doesn´t really make much sense That´s why I go into nitpicking mode now. I would have liked to see the outside of the left-hander at checkpoint 5 being covered with a stunt-block in order to have a bit of a run-off area, which could maybe make the slow part a bit more flowy? Same goes for the outside of double right-hander at checkpoint 7. The fact that you used the elevated stunt parts as track limitation is legit to me, but I would have liked to see you stick with that, instead of using the stunt blocks and half pipes at some points. But I´m sure you had a good reason for it - saving props I guess? The split-tube at cp9 is very good, especially with the circle-stunt thingy you used to cover up the left side! biggest eye catcher to me on this track. Beside of that, the only thing I could criticize is the chicane you´ve build with those 2 Atomic Tires. When you approach this corner, some of the stunt parts might be placed a tiny bit to steep? At least it got my Turismo pretty bumpy and nervous. Everything of this is just nitpicking of course Some positive things I´d like to point out: - The first part of the track was surely not that easy to make, but the result is nice. Most importantly that you lowered the props so drivers can have a good look into the corner. - You marked the apex with those runway lights. Helped me a lot in the dark. - The pit lane entry and exit is not disturbing others at any point - The tire stacks you used to mark the edge in the pit lane area looks cool - it´s definately gonna stay in my bookmarks
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Post by Deleted on Sept 13, 2016 17:32:49 GMT
LSIA Speed Trial Review1: 2: 3: I'm really impressed with how detailed you been with your testing, much kudos many respects to you for that! 1: I'll add a run-off area to these two corners if I can find props (properly can't ). 2: Without going into details with every non "Raised Stunt Track" prop, in general the diversity of props chosen are either because of the length being important (either to save props or to fit in tight spaces), for the aesthetics or because of the curve needed in a corner not being fulfilled by any raised stunt track corner. 3: Are you talking about the chicane it self or the wide custom right hand corner, right before it? I've actually merged two chicane track pieces with the intend of creating a slight angle leaning into the middle of the chicane both before and after. This enables you to go slightly faster and it also looks cool. The right hand corner are as smooth as the game allows me to make it (adjusting with 0.010 points of accuracy) without installing something like FriendlyBaron plugin that enables you to be as accurate as 0.002. Basically what you say happened to your Turismo R, is (properly) because you went full throttle through the corner, and as you know the Turismo likes to snap oversteer instead of simply slide a bit like most other cars do. It's a feature not a bug as you need to be carefull what line you take and how much power you apply EVEN though it's such a wide open corner. My review will be here soon
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