betharatux1 {l Wrote}:wow ...

which way kart will be race on picture, right or left ?

The karts will be driving on the right way.
betharatux1 {l Wrote}:LOD ? what its that + mean + use for ?
i don't know for sure mean your posted but if that track has no problem when did exported and tested...
it seems okay ...

"LOD" is short for "Level of detail", see this page (
http://supertuxkart.sourceforge.net/Track_Maker%27s_Guide_2#Level_of_Detail).
The problem is that the lanterns have by far more faces for the physics (collision behaviour is separated from the graphics) than necessary. You can see the physics triangles in the picture: They are marked with green edges, the normals of those faces are painted in yellow.
In short I am asking whether it is possible to use a different collision shape for the lanterns in the same way you can see on the wilber kart: Wilber consists of lots of triangles, but his collision shape (painted in red) just uses a few faces. Reducing the faces the physics have to work on will hopefully make my level faster. The player, on the other hand, will notice no difference if he crashes into a cube or into a very detailed cylinder, because the lanterns are quite slim.