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Supercross track scale

Posted: Thu Dec 31, 2009 5:11 am
by jlv
I want your opinions on the scale for this track (right click / save as).

"sx2010r01anaheim1_100percent" is the 1:1 scale version and "sx2010r01anaheim1_125percent" is the 1.25:1 scale version.

I'd prefer real scale if possible, but in the past that has resulted in cramped feeling tracks. Although for some reason this one doesn't seem too bad. Let me know what you think.

Re: Supercross track scale

Posted: Thu Dec 31, 2009 5:15 am
by motoxlova#1
i think that the 1.25:1 scale would be better for a couple more reasons, 1. less cramped, 2. have to stretch it out more, 3. its funner stretching it out... to me atleast

Re: Supercross track scale

Posted: Thu Dec 31, 2009 5:16 am
by dearnhardtfan7
when I click on the link it just opens up the saf file. It doesn't open a download link. I will say that I have been creating my sx tracks on a 1.5:1 scale here lately and it feels alot better than 1:1. I completely agree that for whatever reason 1:1 just feels cramped.

Re: Supercross track scale

Posted: Thu Dec 31, 2009 5:25 am
by Pumaxcs
Its because for a video game we seem to be capable of more things in real life. ( no way right? )

Re: Supercross track scale

Posted: Thu Dec 31, 2009 5:34 am
by yzmxer608
I'm kind of torn between the two. I think overall though I like 100% better. It feels more realistic being at a slightly smaller scale imo.

Re: Supercross track scale

Posted: Thu Dec 31, 2009 5:49 am
by Pumaxcs
After i rode it the 1.25 scale is alot better. On the 1:1 I got into 2nd gear on the start, no way. I got into about 3rd 3/4 thorttle on 1.25:1, much better. Still doing 50ft triples in 2nd though.

Re: Supercross track scale

Posted: Thu Dec 31, 2009 6:16 am
by Wilson
I prefer 100 but online would be pretty hectic; scale 125 just feels wrong.
I dont know if you know but your berm placement is wrong. The middle line it the highest point of the berm. Unless ofcourse I've just been making them wrong.

Re: Supercross track scale

Posted: Thu Dec 31, 2009 6:28 am
by jlv
No, you're definitely right. I was intentionally putting the berms back a bit to make a little more room at 1:1 scale.

Re: Supercross track scale

Posted: Thu Dec 31, 2009 6:42 am
by ShackAttack12
DDMX and I did some testing a little while back and figured that creating a track 100% to scale (to the foot) does not seem to work well in the game. We found that if you adjust all the jumps to reflect 50% more than it truely is (so a 60ft triple in real life would actually be 90 in the game), it makes the jumps "feel" more real. Another good example is that supercross whoops are usually 8 feet apart top-to-top in real life. If you make them 12 ft apart, they are perfect. At 8 feet apart, you basically skip whoops.

Forgot to mention, the height does not change, just the jump distances.

Re: Supercross track scale

Posted: Thu Dec 31, 2009 12:46 pm
by staydown
I'm going to say 125%, due to the main fact of once you place bales and such, the track is going to be even tighter.

Re: Supercross track scale

Posted: Thu Dec 31, 2009 4:22 pm
by frederick
I think both were good, but i prefer the 125%. It just felt better and what staydown said:
staydown wrote:I'm going to say 125%, due to the main fact of once you place bales and such, the track is going to be even tighter.

Re: Supercross track scale

Posted: Thu Dec 31, 2009 5:34 pm
by totorox
I choose 1:1 because 1:25 is too much, i though I was playing on some MotocrossMadness tracks : big jumps (only) ! I'm (trying to) making a replica of a local track and finally i use a 110% scale.
Can you expand all the reasons for that, why 1:1 tracks seems little in game ?
And if bikes jump more than in reality, i hope some fix, maybe temporary some adjustements, could help us to keep 1:1 because for a 'simulator' sound like a base. We should always work at 1:1 scale, although maybe, multiplier could be a final setting (don't have to replace decals, etc).

Can you improve the editor (a lot to do !) to work with differents scales also, or maybe someone doing a tool can add a scaller for coords in decals and objects files and optionnaly for graphic files too. I have to do this on my track, i think i will try to scale coords with 'Excell like apps'.
offtopic : to add to the list :) (+layer managment in decals, +azerty keyboards are not supported in editor (and cam is awfull to control in spec) -> improve ALL key/axis customisation, and if you do that, add multiple entries, for each function (mini 2) thx)

Re: Supercross track scale

Posted: Thu Dec 31, 2009 5:38 pm
by Kawasakis
Yeah toto is right.It looks to us too small jumps cuz we pin full gas all the time.But some sx tracks i dunno looks to small,like i can clear all jumps in 1st gear.

Re: Supercross track scale

Posted: Thu Dec 31, 2009 9:55 pm
by ddmx
I prefer 125. Actually, I prefer 150. The ax I was working on, I could clear jumps up to 70ft in first gear. I never left 1st gear the entire way around the track. From my real life experience riding that track, the start straight is 3rd gear easy. When I bumped it up to 150% scale it started to feel better. When i added more rolling resistance it felt the best.

Re: Supercross track scale

Posted: Thu Dec 31, 2009 11:17 pm
by Shadow
ddmx wrote:When i added more rolling resistance it felt the best.
This. What I think is wrong in almost every track that's been released so far is the friction. Most of the tracks are unbelievable slippery. It's worse than irl riding on ice without spikes. I've never been to a track where, if one crashes on the jump face, it's not possible to just get up and go but in mxsim tracks the bike either stays in one spot rear wheel spinning or slides down?! whit full throttle. The friction and rolling resistance values need to be upped from their default values before tracks start to ride more like in reality.