True, the traction is perhaps a bit too fast, though it's sorta on purpose. I didn't really want to make the track hard by having a bad traction, but make it hard through the dispmap. Still, might think of something to slow it down a bit.
Those who possess strength have also known adversity.
I'm all for 1:1 scale tracks but assuming the grids in the editor are always to scale (black grid 10ft, grey grid 2.5ft) your track is smaller than 1:1.
From what I've gathered from Google Earth:
On sx tracks, single jumps are at least 23ft appart (around 25ft most of the time, up to 28-30ft). On your track, 23ft is the max of space between 2 single jumps (they're often around 20ft).
Also, triples are usually 65-70ft. Yours are around 57ft.
In mxs I find that 28ft for singles and 70-75ft for triples work great, otherwise it feels too small.
Again, I'm assuming that the grids are always accurate as well as Google Earth.
yFMX wrote:I'm all for 1:1 scale tracks but assuming the grids in the editor are always to scale (black grid 10ft, grey grid 2.5ft) your track is smaller than 1:1.
From what I've gathered from Google Earth:
On sx tracks, single jumps are at least 23ft appart (around 25ft most of the time, up to 28-30ft). On your track, 23ft is the max of space between 2 single jumps (they're often around 20ft).
Also, triples are usually 65-70ft. Yours are around 57ft.
In mxs I find that 28ft for singles and 70-75ft for triples work great, otherwise it feels too small.
Again, I'm assuming that the grids are always accurate as well as Google Earth.
The horizontal grid's are not necessarily bold=10ft, grey=2.5ft... at least from what I have seen. You have to use the pixel coordinates to determine the length.
ShackAttack12 wrote:The horizontal grid's are not necessarily bold=10ft, grey=2.5ft... at least from what I have seen. You have to use the pixel coordinates to determine the length.
The gradient editor lines are always at 10 and 2.5 foot intervals. You can also use gradient placement mode the measure stuff. Create a gradient and drag it around, the length is printed with the other info on the left.
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ShackAttack12 wrote:The horizontal grid's are not necessarily bold=10ft, grey=2.5ft... at least from what I have seen. You have to use the pixel coordinates to determine the length.
The gradient editor lines are always at 10 and 2.5 foot intervals. You can also use gradient placement mode the measure stuff. Create a gradient and drag it around, the length is printed with the other info on the left.
Well, that's great to know. I thought i remember you saying otherwise, though. I thought you said the vertical lines were 2.5 and 10, but not the horizontal.
yFMX wrote:I'm all for 1:1 scale tracks but assuming the grids in the editor are always to scale (black grid 10ft, grey grid 2.5ft) your track is smaller than 1:1.
Most likely. I didn't attempt even for a second to make a proper 1:1 scale. I just laid down track path, turns and started making rhythms with "Is it frustratingly hard but doable?" in mind and then test riding + tweaking.
MXTYSEN21 wrote:
Vid
Bloody hell!
Now I need to shave off 12 seconds off my best lap time.
Those who possess strength have also known adversity.
Is there any chance you could make a low res version of it as i get the slightest of lag and on a track like this you need your game to run smoothly. thanks.
Not really sure there's much I can do. The disp is a normal 1025x1025 size and there's only four different decals on the track. It's unsafed though, so you could try renaming the statues file so the track wouldn't have any objects. Or just delete most objects from the track.
Those who possess strength have also known adversity.