Re: 2018 MXSEMF.com Supercross Rd 07 - Arlington
Posted: Thu Feb 15, 2018 6:29 am
Fun track Chris, Your whoops are challenging and I like your berms so far! The triple was also a sick booter.checkerz wrote:.
Just practice more!
http://forum.mxsimulator.com/
Fun track Chris, Your whoops are challenging and I like your berms so far! The triple was also a sick booter.checkerz wrote:.
doesnt make the mainmx201 wrote:No, Your just terrible at the gameCalciferous wrote:tracks have been trash this year
https://www.youtube.com/watch?v=kGvM3ilgUDYmanii20 wrote:I agree, track is sick overall, only that last jump before the finish confuses me
Samejuniormx11 wrote:Nice
P.S just testing sig <3
This might be because Im tired and in the middle of some school work (procrastinating ) but I'm having a hard time understanding what you mean.Jakob Hubbard wrote:The only thing I get confused about is emf's dragonsbacks. I don't understand why you guys just don't make the whoops evenly spaced and roughly the same height interval?
huh, interesting. I've built dragonsback gradients and it looks very similar to yours and rides completely different. I don't know what you guys are doing that makes it feel weird...must be my bad ridingbarrington314 wrote:This might be because Im tired and in the middle of some school work (procrastinating ) but I'm having a hard time understanding what you mean.Jakob Hubbard wrote:The only thing I get confused about is emf's dragonsbacks. I don't understand why you guys just don't make the whoops evenly spaced and roughly the same height interval?
These aren't exactly evenly spaced but I'd say it's pretty close. And it resembles a dragonback pretty well, I thought.
As you may have figured out, riding whoops in mxsim isn't anything like irl. So, sometimes we have to take that into consideration. I don't think a dragonback made just like real life would translate well. I thought this design was really close though and still rode decent.
btw, that gradient is from Oakland. Which is almost identical to what is on Arlington.
It could be the distance from the berm to the start of it. More speed or less speed is going to make a huge difference.Jakob Hubbard wrote: huh, interesting. I've built dragonsback gradients and it looks very similar to yours and rides completely different. I don't know what you guys are doing that makes it feel weird...must be my bad riding
I also only use 3 whoops instead of 4. One low, one middle, and one high that gives you the pop. Since I'm only using 3, my guess is they could be the same distance as your dragonsback with 4 whoops, but the 3 are more smoothed off. idk just what I'm thinking.barrington314 wrote:It could be the distance from the berm to the start of it. More speed or less speed is going to make a huge difference.Jakob Hubbard wrote: huh, interesting. I've built dragonsback gradients and it looks very similar to yours and rides completely different. I don't know what you guys are doing that makes it feel weird...must be my bad riding
Honestly I don’t think it was you as much as it was the layout. The layout to me just didn’t have any flow at all. But There was 1 section that I personally thought was just bad, and it was the one before the finish line.checkerz wrote:The dragonback was tweaked slightly from the initial gradient Stephen. What I changed was to allow both jumping on and jumping over the tabletop.
Creating multiple lines/rhythms is always a goal.
I personally don't think Arlington was "awesome". For some reason I just struggled with it. I think the next two should be a big improvement...which means you'll prolly like them less haha.