2011 FIM MXDN: St Jean d'Angely

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jlv
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by jlv »

It's a beautiful track but that corner at the east end of the track is going to be a traffic jam.
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by MXJProductions »

JLV do you ever just sit back, and say " DAMN I made this game"? lol
mackan25
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by mackan25 »

motoxjeff#7 wrote:JLV do you ever just sit back, and say " DAMN I made this game"? lol
:lol:
Voutare
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by Voutare »

I like it. I don't really know what to say other than that.

I agree with JLV though, not sure how it'll do with some corners racing wise though. Not many people have good situational awareness around here. Haha.
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Tom cortvriendt
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by Tom cortvriendt »

Yeaah buddy!
motoxjeff#7 wrote:JLV do you ever just sit back, and say " DAMN I made this game"? lol
haggqvist
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by haggqvist »

Cheers!
Phathry25 wrote:I've come to the conclusion that I am playing a different track than most. :cry:
Would you care to elaborate a wee bit on that? All feedback is welcome, even from an annoying git like yourself... :D


checkerz wrote:The sharpness of some of the ruts. It seems they got nearly vertical in places and would cause the bike to "hop" in the ruts. A bit jaggy.
On the vids from the GP it looks like there's a lot of rocks in some of the deeper ruts e.g. in the turn before the downhill to the start. That's why I made them narrow and jaggy like that.
If you mean somewhere else please tell us and we can try and correct it for the full release.
checkerz wrote:The jumps, mainly the downhill split section felt "blah". I thoguth watching the race the jumps looked fairly lippy, yet I never got any pop off yours.
The downhill section could probably use a fair bit of tweaking. I rebuilt that entire section because that part of the hillside was really off in the base terrain I sent to Cobra and we never really had time to go through the track again before the release. Same thing with the other jumps, some of them could probably use a tweak as well...
checkerz wrote:The rut on the outside before the finish. Just seems broken and out of place on that bank.
Without that rut there it was too easy to rail the cut. I put the rut there instead of adding unnecessary detail to the offtrack by making the cut unrideable. It could probably be made a bit better though...
Thanks for the feedback!


Cobra wrote:Haggqvist is riding stock suspension
I always ride stock suspension when making tracks to try and avoid any bias towards a specific setup.


jlv wrote:It's a beautiful track but that corner at the east end of the track is going to be a traffic jam.
I just tried to make it like it was at the GP, on the vids it looks like there was a proper ditch going into and through that turn. It is possible to escape the inside rut before the uphill though and use the outside line in that corner if there's a pile up.
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SKERICK
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by SKERICK »

haha and there will be a pile up :)
Im still trying to get through one of those ruts in that bowl hill turn without putting a foot down.
Still the challenge is there and thats whats its all about!. throw a bit of lag and a pinch of swapper and u have a complete race ending disaster there with 40 jamed in there on first lap. And let's not forget the Angry accusations from the man leading the whole way only to be blocked by 3 ppl sprawled across that corner.
I suggest even if it is only for the MXON race is to remove one rut and make the ramainging ones higher and smoother. Basically make it easy and for all rider levels. Just to be proactive on what will surely be a disaster.
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dudy#75
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by dudy#75 »

the track is awesom, but i think its a bit to slippery :)
HeGgE
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by HeGgE »

i have to agree with dudu. not sure if its the final traction for the track but as far as i know hard pack dirt is way more grippy. just annoy how easy it is to slide out!
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MXTYSEN21
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by MXTYSEN21 »

motoxjeff#7 wrote:JLV do you ever just sit back, and say " DAMN I made this game"? lol
HAHA LMAO
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you are a G jlv
Phathry25
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by Phathry25 »

The traction would have to be my number one gripe.

It feels like it's high resistance, and rather forgiving as far as sliding goes. Slick, but not much drop off when your wheels start slipping.

For me, hardpack/dryslick would be low resistance, relatively high initial grip, but when you do break traction it would drop off rapidly and never recover with more slip.

What kills the riding experience for me is the high resistance, as I just can't roll through the ruts. I use buttons for inputs so holding the throttle partially open to maintain enough speed to stay up in the ruts isn't an option. I mean, this is mainly a problem on my end, but for a hard pack track it should happen.
haggqvist
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by haggqvist »

Thanks for the feedback!
We haven't worked that much on the tileinfo as everything was really rushed to get this track out in time for the race.
I just tweaked the tileinfo from Sevlievo a bit after watching the GP MX2 2nd moto and from the vids it looks like there's an abundance of loose stuff on top of the hardpack, that's why I set the roll resistance higher than for proper hardpack.
Your right about the roll resistance in the corner ruts though, there should probably be much less roll resistance in them. We'll look into it when we start working on the track again.

Here's the tileinfo I used on St Jean:

Code: Select all

friction 0.98 0
friction 0.78 1
friction 0.9 5
friction 1.05 10
friction 1.15 70
roll_resist 25.0 40.0 15.0
roll_resist 35.0 60.0 25.0
In general I'm leaning towards using several different types of dirt on the upcoming GP tracks to separate areas with loose/thick dirt and hardpack. This would make things a lot more realistic in my opinion and would solve, at least partially, the problem you're experiencing with the ruts. It would also open up a lot more possibilities for using different lines; less traction but lower roll resistance for the racing line vs. better traction but higher roll resistance for the thicker dirt outside it.
The dry version of Sevlievo is a prototype for this idea and has four different types of traction for the ontrack; one for thicker dirt, one hardpack, one for the muddy parts and one for the part where they mixed in a lot of sand.
They just need to be tweaked a bit and accentuated better with different decals for each type. I'm also hoping that the upcoming decal shaders will make it easier to differentiate between different types of dirt.
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DJD
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by DJD »

I think this is a great track with weird traction and sketchy ruts. The near vertical faces of the ruts and the inside lips makes them really annoying.

There's a very fine line between challenging and annoying, and in my opinion, you're tracks cross into the annoying side.

I found myself just going to the outsides, trying to avoid the ruts at all costs. That corner going into the double down is ridiculous, the inside lip forces all the ruts to converge at the same point.

This track as it is would be a nightmare with 30 people.

My worthless opinion, :)
Kawasakis
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Re: 2011 FIM MXDN: St Jean d'Angely

Post by Kawasakis »

Feel the same way.
MXS Cup Winner
AX MX2 Champion

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Re: 2011 FIM MXDN: St Jean d'Angely

Post by MXJProductions »

Kawasakis wrote:Feel the same way.
I really liked it at first, but honestly I can't seem to have any fun on this track. Great replica, and great design, just Hate the ruts. Sorry :(
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