m121c wrote:It's not just "wtf the fuck" moments that bother me about it. We don't have ruts like they do irl so we needs something for grip, and skidding on my shoulder for 50ft isn't very real to me. Given the collision system could be at fault for some, but when I ride on jlv's sx tracks I feel like I'm on a concrete model of a track and there is absolutely no roll resist. When factory 250f riders are set bouncing triples irl we shouldn't be over jumping them by 20ft with a scrub. It doesn't feel like dirt at all and I don't feel comfortable being aggressive on it. Maybe it's just me but going into a berm I don't feel like I can charge in like I want to with out loosing the rear tire and doing a 720 on my helmet. Again collisions may be at hand at this a little but I've played with traction quiet a bit and I feel as if I have a nice traction for sx, it's very similar to checkerz traction on his latest compound of tracks.
I said this last season. And thats why i tried something different on an update of Arlington. But I didnt and still dont know enough about tileinfo. But I have tried TONS of different jump shapes and distances. Nothing seems to work as good as JLVs. Only thing I would like to see changed on that is a little more rounded tops and steeper back sides than current.
Its hard to find good side views of AMA SX tracks but these show how they are way more rounded. Or maybe JLV has a reason for making them so sharp/peaked. IDK. Just up for discussion.
It would be sick to have jumps like they do in real life. They always seem to be so gnarly in real life. In MXS I feel like they are kind of mellow. I've tried making gnarly jumps before and never really liked how they rode. I don't know if it was me or the game that made them not ride well though.
m121c wrote:TRACTION! CHANGE THE DAMN TRACTION!!!!!
Jlv's are good, consistent, and easy for all skill levels. In my opinion though it's not the best for the pro's, maybe the ams but not pros. I feel Chris has his tracks nailed down, I have never rode anybody else's tracks that flow and race like his. Jlv's are good don't get me wrong but they don't feel like a supercross track in my opinion, they are just to spread out and wide open. Don't even get me started on the ice.. I mean dirt traction either. Jay also has the visuals nailed down.
I don't care who makes them, but I think something's need to be tested out or changed.
speaking of which, im thinking you need to share you sx traction with jlv as its perfect for SX Mason
tyskorn wrote:It would be sick to have jumps like they do in real life. They always seem to be so gnarly in real life. In MXS I feel like they are kind of mellow. I've tried making gnarly jumps before and never really liked how they rode. I don't know if it was me or the game that made them not ride well though.
I've got a motoranch replica almost finished that has steeper rounded jumps, they ride alright but if you're not perfect they're f@cking frustrating.
aside from that, I think something that isn't acknowledged enough is that checkerz might be the only one capable of pumping out the volume of tracks required for a SX series. If you do the math, since 2010 there's been 68 supercross tracks, and they were essentially released over a span of just 72 weeks. That's pretty intense for anyone to commit to, and so far we've never missed a race because the track wasn't ready - even with that disappointing Daytona fiasco.
barrington314 wrote:I said this last season. And thats why i tried something different on an update of Arlington. But I didnt and still dont know enough about tileinfo. But I have tried TONS of different jump shapes and distances. Nothing seems to work as good as JLVs. Only thing I would like to see changed on that is a little more rounded tops and steeper back sides than current.
Its hard to find good side views of AMA SX tracks but these show how they are way more rounded. Or maybe JLV has a reason for making them so sharp/peaked. IDK. Just up for discussion.
I know the sharp jumps are less realistic but it gives a little extra constant sloped face for the bike to settle on as it takes off. Not a big deal for big jumps but on those little 3 footers you need all the space you can find for a smooth takeoff. I did start to round them off a bit last season.
I guess you could validly argue that little jumps really should kick but reducing the frustration level is more important to me.
Josh Vanderhoof
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jlv wrote:
I guess you could validly argue that little jumps really should kick but reducing the frustration level is more important to me.
I totally understand where you are at with it. Same idea with the whoops. I argue that not everyone should just be able to blitz them, but you also have to let people have fun playing the game and not crashing every time they get to them or they might not want to play it at all.
Cooter181 wrote:I'm hoping that you're building the 2014 tracks much more consistent with the 2011/2012 tracks. Those just ride so much nicer than 2013's tracks IMO.
Theres sections that can be quaded into on 2011 tracks on 450s. Thats no bueno IMO.
The jumps are a bit close together on the 2011's, but there were no 450's then either lol. I understand the jump spacing needs to be right but the berms, rythyms and whoops etc. all flow much better to me.
I really cannot tell if it's the track design in real life throwing it off, but 2012 seemed by FAR the best year overall for track feel, flow, and how much I like them. 2013 wasn't bad just felt different. Then again it could be the track design overall, IDK.
What I think about whoops is that they're not REALLY that bad. In qualifying for A1, Phoenix, salt lake, and Seattle I could NOT hit the whoops. But in the races I hit them fine and now after I hit them fine 98% the time. I like hem being a bit difficult to pick up, but wouldn't make them any harder or easier. And the thing with making no other lines than blitzing them is something I thing that just will not work with the games physics and how the suspension is, unless they're tiny mellow whoops like some tracks released lately, fun, but not what I'd want on these Replica SX tracks.
I'd love to see Markham/Chex/Borington make disps. Would be cool change of pace.
And it would be even more sick if the tracks were released WI style so they could be edited to add in lines that were in the real life version the night before. Way to good to be true .
Mikey wrote:I'd love to see Markham/Chex/Borington make disps. Would be cool change of pace.
And it would be even more sick if the tracks were released WI style so they could be edited to add in lines that were in the real life version the night before. Way to good to be true .
One that reminds me would love to see things like the gnarly dominant inside rut at Indy that stewy got stuck in.
barrington314 wrote:I said this last season. And thats why i tried something different on an update of Arlington. But I didnt and still dont know enough about tileinfo. But I have tried TONS of different jump shapes and distances. Nothing seems to work as good as JLVs. Only thing I would like to see changed on that is a little more rounded tops and steeper back sides than current.
Its hard to find good side views of AMA SX tracks but these show how they are way more rounded. Or maybe JLV has a reason for making them so sharp/peaked. IDK. Just up for discussion.
I know the sharp jumps are less realistic but it gives a little extra constant sloped face for the bike to settle on as it takes off. Not a big deal for big jumps but on those little 3 footers you need all the space you can find for a smooth takeoff. I did start to round them off a bit last season.
I guess you could validly argue that little jumps really should kick but reducing the frustration level is more important to me.
jlv (top) versus my rhythems (bottom), i think the more rounded top can be more forgiving and i feel it looks a little better as well with transitions but thats just me
Tiller Crocker wrote:Look at those handlebar guards