2015 Motosport rF National Round 7: Redbud

Post your tracks here
Forum rules
If your topic doesn't contain a track link, this is the wrong place to post it.
slowngreen
Posts: 906
Joined: Mon Sep 02, 2013 6:18 pm
Team: MotoPin Racing
Location: idaho

Re: 2015 Motosport rF National Round 7: Redbud

Postby slowngreen » Thu Jul 02, 2015 2:43 pm

Im LOVING this version of Redbud. Sure it could be more rutted but then it wouldnt be fun, to me atleast, this version is good for amateurs and pro's I think (guessing on the pros behalf). Only part I have trouble with is the bumps after the berms leading up to the leap, but I still make it most of the time...Huge thanks for the work as always.
Image

User avatar
aeffertz
Posts: 3429
Joined: Sat Sep 06, 2014 7:01 am
Team: W.B.G
Location: Wiscansin

Re: 2015 Motosport rF National Round 7: Redbud

Postby aeffertz » Thu Jul 02, 2015 6:01 pm

This is the best track this year! Flows just like an actual track and it's a blast rip around on. Perfect amount of bumps and ruts.

Fantastic work!
Image

barrington314
Posts: 6643
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: 2015 Motosport rF National Round 7: Redbud

Postby barrington314 » Thu Jul 02, 2015 7:40 pm

checkerz wrote:
bishop121 wrote:
Chase Desselle wrote:imo the ruts suck there just blown out berms REEEDDDBUUUUDDD is suppose to be the most rutted track of the year but this is not. theres really no ruts that you can hop in and bank off of. this is just my opinion everyone has there own. please dont take me wrong i am very glade we get tracks every week soo thanks to everyone that helps

Are you Chase or why did you post this for him?

I sorta agree, was limited a bit by terrain.hf and surely wasn't starting over. I don't think the ruts suck though.

Hard to complain too much about a FUN track that is good FOR RACING that is accurate enough to feel like the real deal.

But yea...could definitely be even better

Im just curious, does that mean you made the changes to the ruts and stuff and then scaled it up?
Im in favor of everything you did minus scaling it up. But I think you already know my feelings on that. I scaled it up last year from where Gio had it. :shock: eh well 1 other thing I didnt really understand was pulling that corner after the finish out into the start straight so far, but thats not really that big of a deal. Anyways, I say that about scaling it up because I rode your changes on last years terrain.hf and I liked it more than this released way and more than last year. I think you could have achieved the same all around positive feedback without having to scale it up. Im glad you got some motivation out of this (just guessing, thats usually how it works) to fix up Millville. Ill be happy to see that new section fixed. I wish theyd put that wall into the 2nd set of rollers back in too.

User avatar
Racers52
Posts: 3057
Joined: Sun Feb 03, 2013 8:10 pm
Team: rF Gaming
Location: Texas/Arkansas
Contact:

Re: 2015 Motosport rF National Round 7: Redbud

Postby Racers52 » Thu Jul 02, 2015 9:18 pm

I've never been a fan of the scaling you use barrington, whilst it might be somewhat mathematically correct, it is still too small how fast the bikes in game are, for example the table before the sand rollers last year you could literally hit on a 50cc?

1:35



I'd say a larger scaling flows better and feel more realistic and natural.
Image

barrington314
Posts: 6643
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: 2015 Motosport rF National Round 7: Redbud

Postby barrington314 » Fri Jul 03, 2015 2:00 am

"the scaling you use barrington". You know I didnt make that redbud base, right? It was about 1:1 when Giopanda made it. And every other track is about 1.1:1. The GPs included. The scaling isn't "my scale".
I do agree that the bikes "seem" too fast. I think its more of a gearing issue.
Ive also ridden redbud before and you can pretty much coast off that table.
5:20 and you can see a 50 clear it.


Racers52 wrote: whilst it might be somewhat mathematically correct, it is still too small how fast the bikes in game are

Lets think about this for a second. If its "correct", then shouldnt the part thats not "correct" be fixed? :P

Burkeen820
Posts: 584
Joined: Sat Jun 15, 2013 7:37 pm
Team: Privateer

Re: 2015 Motosport rF National Round 7: Redbud

Postby Burkeen820 » Fri Jul 03, 2015 3:35 am

You guys can blame me for the straightaway after the finish line because that's exactly how it is irl, and I thought it made the start much more fair, because before it was a straight line to the inside from gate 1. And just in my opinion I enjoyed the big scale because its a lot of fun being able to throw whips and have fun over huge jumps every lap, 35 minutes is a long ass time. That being said im not picking sides here, I enjoy almost all of the tracks that both of you make and I appreciate the hard work you guys put in, keep it up!!
Me: "Hoffman your line choice sucks..."
Hoffman: "Bro, you act like my lines are choices!"

The truth about awood http://www.urbandictionary.com/define.p ... agic+awood

barrington314
Posts: 6643
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: 2015 Motosport rF National Round 7: Redbud

Postby barrington314 » Fri Jul 03, 2015 4:02 am

I'm not trying to "blame" anything on anyone. It just seemed a little funky to me especially with the first 5 or so gates.
And I certainly don't want "sides". This shouldn't be a competition.

Burkeen820
Posts: 584
Joined: Sat Jun 15, 2013 7:37 pm
Team: Privateer

Re: 2015 Motosport rF National Round 7: Redbud

Postby Burkeen820 » Fri Jul 03, 2015 4:04 am

barrington314 wrote:I'm not trying to "blame" anything on anyone. It just seemed a little funky to me especially with the first 5 or so gates.
And I certainly don't want "sides". This shouldn't be a competition.

I kinda just meant blame if somebody didn't like it lol. Love you barrington
Me: "Hoffman your line choice sucks..."
Hoffman: "Bro, you act like my lines are choices!"

The truth about awood http://www.urbandictionary.com/define.p ... agic+awood

User avatar
checkerz
Posts: 8874
Joined: Tue Apr 22, 2008 4:23 am
Team: RaGe Factory

Re: 2015 Motosport rF National Round 7: Redbud

Postby checkerz » Fri Jul 03, 2015 4:15 am

I scaled up the height right away. Then was asked to try the overall scale by a handful of people. I agreed it opened up the track more to allow more flow and lines. I honestly had no clue whether the original was 1:1 or 1:1.1 or 1:3 I just went to what felt best. I actually had it bigger and went back to somewhere between to get the balance that felt like riding red bud to me. While from my experience you like to be numerically correct I prefer to be "feel" correct. It's like the difference between an engineer and an artist. Both can represent the same thing and neither are wrong but they are different. As far as the ruts and the terrain hf, I'd need to scale up the track and overlay in the displacemt to lower the hf to do it better. It was really tough to not get jagged bouncy ruts at this scale.

I just wanted red bud with big fun jumps. That's what I remember from riding and watching it and that's what I like playing. And yes burkeen had me change a couple things based off racing the track but the reference and I agreed they made a better track.

User avatar
KTM57
Posts: 13653
Joined: Wed Jul 07, 2010 2:42 am
Team: Adept
Location: TX

Re: 2015 Motosport rF National Round 7: Redbud

Postby KTM57 » Fri Jul 03, 2015 6:49 am

A lot of the corners are kinda frustrating, but most of the jumps are super fun.

Image

User avatar
Atom6246
Posts: 3758
Joined: Fri Jul 13, 2012 1:28 am
Team: MV Films
Location: Florida

Re: 2015 Motosport rF National Round 7: Redbud

Postby Atom6246 » Fri Jul 03, 2015 6:55 am

lol that makes me depressed :cry: :lol:
This is how I see my track.
Image
Check out my Twitch channel by clicking the pic below!
Image

t_steezy88
Posts: 49
Joined: Mon Jul 06, 2015 1:43 am
Team: Motool

Re: 2015 Motosport rF National Round 7: Redbud

Postby t_steezy88 » Mon Jul 06, 2015 10:53 pm

where do i put the object pack????

User avatar
Wahlamt
Posts: 7217
Joined: Mon Sep 13, 2010 3:15 pm
Team: MLG Compton
Location: Sweden
Contact:

Re: 2015 Motosport rF National Round 7: Redbud

Postby Wahlamt » Tue Jul 07, 2015 11:00 am

t_steezy88 wrote:where do i put the object pack????

Same folder as the track.

RXR_Banjo
Posts: 1143
Joined: Fri Mar 28, 2014 12:27 am
Team: MotoStar

Re: 2015 Motosport rF National Round 7: Redbud

Postby RXR_Banjo » Tue Jul 07, 2015 4:23 pm

lmao +1


Atom6246 wrote:lol that makes me depressed :cry: :lol:
This is how I see my track.
Image
Phil Doyon #423

User avatar
aeffertz
Posts: 3429
Joined: Sat Sep 06, 2014 7:01 am
Team: W.B.G
Location: Wiscansin

Re: 2015 Motosport rF National Round 7: Redbud

Postby aeffertz » Wed Jul 08, 2015 3:49 pm

checkerz wrote:While from my experience you like to be numerically correct I prefer to be "feel" correct.


I think this is the best way to go about it. Start off with the actual numbers and tweak it to feel right in game. This is a video game after all, not real life, you have to make adjustments between the two.

I think the supercross tracks this year really proved that point. While Barrington's followed the blue prints to the T, they often didn't flow or feel/ride like a real track at all. I know there's always the argument that the tracks "are built to challenge the pros" but I think making a track more difficult by wonky lines is a bad tactic.

This track didn't take me all that long to learn and be able to do consistent, clean laps but I'm still nowhere near the fastest lap times. I feel like that's how the tracks should be. Fun, flowing and still challenging enough.
Image


Return to “Tracks”

Who is online

Users browsing this forum: ktmmoto77, mx58 and 10 guests