But this is pretty much incompatible with the driveline concept in the sense that you have to apply the bindings (formally known as modifiers) to the drivelines (which are often duplicated from the track mesh) in order to make it work. This is also a little inconvenience for the track mesh, where you also have to apply the modifiers in order to make it work correctly. However, one can duplicate the curved line and apply modifiers to a new road segment, and then combine this one with the first road segment. I can also do the same for the drivelines, but spending so much time on making the drivelines work properly long before the track is finished, seems to me a little cumbersome.
But drivelines must be closed right from the start, or the track simply doesn't work. This means that it's hard for me to model one fourth of a road segment and quickly test it in-game to check with scale and so on. Then I thought of the concept of additional lap lines. What if STK in the absence of proper drivelines would check if there were a simple lap line defined, and it would drop you in front of that? This will obviously not work for AI, so it's only meant as a quick hack to make human testing possible right from the start.
Just a little feedback from an up-and-coming track maker.
