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Inertia (track)

PostPosted: 21 Apr 2013, 22:23
by wowie
Hi, just made a new track recently and thought it was ready for posting...

view.jpg
An object in motion stays in motion.

Inertia.zip
(3.99 MiB) Downloaded 445 times

Notes:

The ideal speed to leave the ramp at is between 50 and 60 MPH.
You need to start decelerating well before you even hit the ramp.

The ideal time to start turning is just before you leave the ramp.

This track is not reversible without some serious physics abuse due to the trajectory the car leaves the ramp at.
The car will always pass by the track, slightly to the north of it, rather than landing on it, if done in reverse.
This could possibly be fixed, but it wouldn't really mean anything, since the only difference
between a forward and a reverse run would be the direction you turned at the edge of the ramp.


Attached below is a replay file of my fastest run. It took me a few hours to find the "sweet spot" so I could get repeated successful runs.

Re: Inertia [TRACK]

PostPosted: 22 Apr 2013, 19:53
by CryHam
Cool. I like it. I see it is your style :)
I would just reduce the terrain size, and vegetation amount, since it loads quite long and that's not needed.

Re: Inertia [TRACK]

PostPosted: 22 Apr 2013, 20:16
by wowie
CryHam {l Wrote}:Cool. I like it. I see it is your style :)
I would just reduce the terrain size, and vegetation amount, since it loads quite long and that's not needed.

I'll get around to it when I can. I like to see detailed terrain so I didn't think it was a downside.

Re: Inertia [TRACK]

PostPosted: 30 May 2013, 22:54
by Wuzzy
Holy cow! This track certainly puts the “Stunt” into “Stunt Rally” ;-).

I still have to figure out how to make the jump flawlessly, it looks easier than it is. :D

I agree that the terrain is quite big. I have nothing against big terrains, but I have something against unneccessarily long load times. :( I guess I know why you are against this, probably this is because you don't want the player to see the end of the terrain so you work around that by making the terrain very big, right?

Re: Inertia [TRACK]

PostPosted: 31 May 2013, 03:50
by wowie
You can go ahead and modify it if you want, or even just cut/paste the jump section into a track you're making. It's more a proof of concept than anything else.

Re: Inertia [TRACK]

PostPosted: 31 May 2013, 09:05
by CryHam
Here is a quick fix version, loads normally now.
I halfed the terrain (no need for bigger HMap size since you don't drive on terrain at all).
And used 1 not 3 for trees multipler (that's what loaded so long). It was copied from C3-Vast where it was ok, but got much more trees here.