2014 MotoSport rF National Round 3: Thunder Valley

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Robert196
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by Robert196 »

Finally a chex mix track! Flows pretty nice. ground shaders are trippy so I turned them off. By far the best out of the other 2 nationals. Gonna be a consistency race for sure.
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raindogmutt
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by raindogmutt »

YES!
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barrington314
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by barrington314 »

Craig wrote:And the great bale placement lives on for another year
Dont know if you were around for the local race last night, or if you heard what was happening on glen helen but its obvious we have to spam bales now.
honda708
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by honda708 »

WOOOO :D
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Officially pointed out of 250sx class in 2021.
honda boy 326
Crushed Dissenter
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by honda boy 326 »

There is something about this track that makes my computer want too shoot itself. 2012 Lakewood I had no problem, Gio's Lakewood i had 8 fps the whole track, and this one goes from 70 to 11 everytime, so it feels like I'm glitching all over the track. Oh well, guess I'll be playing Gmod until hangtown
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crashreallyfast
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by crashreallyfast »

Being from colorado, and riding at thunder valley many times. Should have used the 2012 layout, this layout does a fucking terrible job of replicating the track, and honestly it is kind of insulting to call it thunder valley. The changes you made though were good. but still not a fan of this being considered the Colorado national track in MX sim
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Aurel12
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by Aurel12 »

video :)
Funk
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by Funk »

Holy shit that looks gorgeous, thanks!
nascarnate
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by nascarnate »

Aurel12 wrote:video :)
Hmmmm. Thumbnail design looks awfully familiar... Wonder who has used that design before?
Robert196
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by Robert196 »

After riding for a little, why do we make the bumps as big as the bike again? It sure doesn't add to the realism factor.
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Aurel12
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by Aurel12 »

you doesn't like a thubnail robert ?
AuTo MaTik
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by AuTo MaTik »

Robert196 wrote:After riding for a little, why do we make the bumps as big as the bike again? It sure doesn't add to the realism factor.
I'm washed.
Robert196
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by Robert196 »

Aurel12 wrote:you doesn't like a thubnail robert ?
Looks fine to me, nascarnate was the one who said that.
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nascarnate
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by nascarnate »

Robert196 wrote:
Aurel12 wrote:you doesn't like a thubnail robert ?
Looks fine to me, nascarnate was the one who said that.
lolz
checkerz
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Re: 2014 MotoSport rF National Round 3: Thunder Valley

Post by checkerz »

crashreallyfast wrote:Being from colorado, and riding at thunder valley many times. Should have used the 2012 layout, this layout does a fucking terrible job of replicating the track, and honestly it is kind of insulting to call it thunder valley. The changes you made though were good. but still not a fan of this being considered the Colorado national track in MX sim
Funny and interesting you mention this. I'm curious as to where it's so different as I honestly am not sure.

This one SHOULD be more accurate, as I also built the 2012 one and that was built from a track path outline and terrain was all handpainted with no height data... just guesses. This one was built over a google maps image with height data.

I chose to update this one because of that and also the scale of the 2012 one would have been hard to make proper as I had made that track REALLY wide.

As for the bumps, it's honestly personal preference on choosing fun factor over realism. The small bumps are hard to make visible and cause some weirdness with the physics IMO. Building them bigger allows me to round them out a bit more and give the player a bit more control. I won't try and change your opinion, but it isn't something I'd change if I were to do it over again either. The goal was fun factor and race-ability, realism was third on the list.

Anyone have some positive feedback to share? I'm getting a bit bummed. :(
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