aeroengi
Member
Posts: 15
Registered on: October 2015
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Post by aeroengi on Oct 12, 2015 16:24:22 GMT
So, I made a bit of a more serious race track but something about it seems just a touch off. I was wondering if I could get any takers to help me test it. It is on PS4 (duh?) and my PSN is AeroEngi. Thanks yall.
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Archer
Member
What are these "roads" you speak of?
Posts: 869
Registered on: April 2015
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Post by Archer on Oct 12, 2015 16:29:51 GMT
I'd love to leave some input on your track(s) if you leave a link here. Provided it's published, of course.
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aeroengi
Member
Posts: 15
Registered on: October 2015
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Post by aeroengi on Oct 12, 2015 18:40:55 GMT
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Archer
Member
What are these "roads" you speak of?
Posts: 869
Registered on: April 2015
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Post by Archer on Oct 13, 2015 1:09:02 GMT
Alright, I put in a few laps on your track. I like the feel, it certainly has a good flow with it that makes it feel pretty easy to pick up. For an airport track, it wasn't as R2-heavy as others I've done, so there's a plus. Here's some places where I believe improvement could be made, in order of when they first appear on the lap. Not quite sure why you have the concrete barrier arranged like that. But I'm sure you have your reasons. Tyre barriers are sort of a scary thing to be because ramming them causes you to lose all your speed. Here's sort of an exception because it's necessary due to the long length of the gap being covered. Issue: Someone who swings too wide into the corner after the chicane may shoot over this way and cause a wreck on this side of the lap. All you need to fix this is just to add a prop in the gap to keep the two sides from crossing over. In general, try to avoid having tyre barriers in the apexes of your corners, as what I said before. I would re-prop this to remove the unnecessary outside barriers and change the apex props into concrete barriers. Like this little chicane a lot. However, pretty sure the tyre barrier could be better used somewhere else. The checkpoint arrow is pointing directly into a barrier. This is pretty confusing from a racing-based standpoint. Move the checkpoint forward a bit so it's not pointing directly into a barrier, and use the tyre barrier from the chicane to block off a bit earlier. Another spot where another prop would go nicely. In between those two tyre barriers, you could have a third to remove the gap and prevent the illusion that there's another way to handle the corner. Also, CP could be moved so it's not pointing into a tyre barrier. This part felt very awkward the first time I went through it. I'm also not sure why you have it either, seems pretty unnecessary. At least start it later so the CP is at the apex of the corner rather than late into it. Finally, this is just a rage catalyst here by having that tyre stack on the racing line. I didn't see it right away first lap and pommeled right into it. All you need to do to fix it is either move it off the road, or replace it with the Start/finish gate. Overall, great track! I'd love to try it out again when you revise it and make it better!
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aeroengi
Member
Posts: 15
Registered on: October 2015
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Post by aeroengi on Oct 13, 2015 3:38:12 GMT
Those random tires are remnants of when I had a proper "starting gate" to mark it. But I guess I just forgot about them. I did some reworking on the serpentine section and pretty well blocked it in to remove confusion. Removed some unnecessary barriers and blocked off a cheeky little shortcut. But I'll swap out some of the barriers for concrete. Thanks for all your feedback. Feel free to join me in game to race on it and others sometime. Oh and as for that barrier, just lack of attention haha, I'll fix it.
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aeroengi
Member
Posts: 15
Registered on: October 2015
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Post by aeroengi on Oct 13, 2015 21:12:40 GMT
Update, I'm on version 5 of this track. Soon to be version 6. I believe I will have had it perfected by then.
And to be clear, it was designed as an endurance style track with a pit lane for repairs.
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