Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Mar 12, 2016 18:49:57 GMT
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Mar 12, 2016 20:14:20 GMT
I may take a look at these if I have time tomorrow
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tompearson
Member
"If in doubt take them out and blame it on lag"
Posts: 485
Registered on: August 2015
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Post by tompearson on Mar 12, 2016 20:21:43 GMT
Less/no tyre lines or tyre stacks
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Mar 13, 2016 11:46:10 GMT
what track and what part of the track?
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Mar 15, 2016 10:16:29 GMT
Changed the pits on the first track so cars entering and leaving the pits don't feel werd for the other drivers racing around them. I would like to have like 5 or more people racing on it at once to see how it will flow.
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DaveYanakov
Member
My name isn't actually Dave. I've just been using this handle long enough that I will answer to it.
Posts: 121
Registered on: December 2015
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Post by DaveYanakov on Mar 16, 2016 13:08:06 GMT
Adios Airline GP
A nice, flowing airport track. This one has some good potential.
The barge after checkpoint 6 is confusing, making me expect a tight right hander. If you are trying to bring the course out to the right ahead of the left hander into checkpoint 7, I think you would be better off moving that barge to the left and using 6 to move the line out to the right of it. Otherwise I think you would be better served removing it entirely and moving 6 back from 7 to make the left a bit less abrupt.
Placed trees can have a major performance impact on some PCs. I personally like the aesthetic you're going with but some players are going to see major framerate drops.
The pit lane is extremely tight and the placement of it feels awkward. Rather than placing it in the middle of a corner where cars slowing down to enter might affect the lines of others, have you considered putting it alongside the start/finish straight? Checkpoint 2 is needlessly close to the start line and if you move or remove it, you could use the taxiways to the left as a more open and natural feeling pit lane.
The hard right hander after 17 is easy to miss. The barriers should be extended across the taxiway there to visually indicate which way the course goes.
Something in the last left hander before the finish feels like it's missing but after 4 laps I can't put my finger on it.
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DaveYanakov
Member
My name isn't actually Dave. I've just been using this handle long enough that I will answer to it.
Posts: 121
Registered on: December 2015
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Post by DaveYanakov on Mar 16, 2016 13:19:25 GMT
Union Grain Supply
This track in its current form is kind of a mess. I can see where it can be good but it needs work to get there. With the extreme length of the straights, the tight sections feel almost schizophrenic. The sections between 26 and 30, and 43 to 44 feel a bit gratuitous. Are they really needed at all? If your intention is to make a track where the 900R would be dominant, that's one thing but as it is right now, it's something I wouldn't want to race in anything except a top tier supercar.
The pit lane in particular is punishing to use and almost kills the track. The entrance is difficult to find and has a shortcut available to bypass a very tight entry chicane. If you moved the checkpoint out to the end of the row of blaps it would help. Removing the fruit stands on the inside would help more. The wrenches are far too numerous and their glow completely obscures vision right before the wall, which is going to cause accidents. If I were redesigning this lane, I would consider removing the entry chicane entirely and moving the wrenches back to sit in between the gas pumps. Even in a race with 30 players, 8 wrenches is usually more than enough.
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Mar 16, 2016 20:12:15 GMT
Maybe submit your track here. Hopefully we can get that review page rollin'!
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Mar 18, 2016 5:17:08 GMT
Adios Airline GP A nice, flowing airport track. This one has some good potential. The barge after checkpoint 6 is confusing, making me expect a tight right hander. If you are trying to bring the course out to the right ahead of the left hander into checkpoint 7, I think you would be better off moving that barge to the left and using 6 to move the line out to the right of it. Otherwise I think you would be better served removing it entirely and moving 6 back from 7 to make the left a bit less abrupt. Placed trees can have a major performance impact on some PCs. I personally like the aesthetic you're going with but some players are going to see major framerate drops. The pit lane is extremely tight and the placement of it feels awkward. Rather than placing it in the middle of a corner where cars slowing down to enter might affect the lines of others, have you considered putting it alongside the start/finish straight? Checkpoint 2 is needlessly close to the start line and if you move or remove it, you could use the taxiways to the left as a more open and natural feeling pit lane. The hard right hander after 17 is easy to miss. The barriers should be extended across the taxiway there to visually indicate which way the course goes. Something in the last left hander before the finish feels like it's missing but after 4 laps I can't put my finger on it. Ok thank you for the feed back. I have removed the first checkpoint because there was no point for it. I have moved the pits by the start. it starts at the start/finish checkpoint and it rejoins be for the new first check point (used to be the 2nd checkpoint). When leaving the pits I have put in bumps to to get car leaving the pit to be close to speeds of the cars that are on track to reduce crashes. change the out side barge to 4 barges to make turn 2 feel less weird. added more walls to show people that they have to turn for the chicane at checkpoints 14 to 15. I would have added screen shots to show the changes but the forum is being weird for me.
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Mar 18, 2016 5:41:25 GMT
Maybe submit your track here. Hopefully we can get that review page rollin'! I will when, I feel the track only needs very little tweaks.
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Mar 21, 2016 22:29:23 GMT
looking to have like 10+ people to see how the track races. so if we can get 10 people on to race that would be great.
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