2013 Race Factory Gaming Nationals

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Yamahaman95
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Re: 2013 Race Factory Gaming Nationals

Post by Yamahaman95 »

checkerz wrote: Anyone wanting to ride the old version with the new lighting/decals should be able to copy the lighting, decals, and shadows files along with the decal folder into the un-saffed 2012 version (folder is called 2011) and try it out... just update shading in editor. (Just another positive to un-saffed tracks!)
BTW, i dont have the link at the moment but the files to get rid of the trees for lag purposes from last year should would as well
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KTM57
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Re: 2013 Race Factory Gaming Nationals

Post by KTM57 »

This new track is pretty cool, and the lighting isn't as bad as I thought it would be, but one problem is that there are bumps out the wazoo in awkward places that I never noticed last year. The textures also look kinda awkward from the shading being so light, but I guess it will be nice to have a track that isn't identical to last year.
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Ddavis
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Re: 2013 Race Factory Gaming Nationals

Post by Ddavis »

It's out?
jason_pama
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Re: 2013 Race Factory Gaming Nationals

Post by jason_pama »

Ddavis wrote:It's out?
Osari52
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Re: 2013 Race Factory Gaming Nationals

Post by Osari52 »

since this is going to hop around a while til wheels or sween get on to open the event and put it in a few more servers I'll post the DL link again. Original post was on pg 77 by Checkerz

https://www.dropbox.com/s/v55j6kxxso3ro ... lfiles.zip
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James_122
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Re: 2013 Race Factory Gaming Nationals

Post by James_122 »

AWood wrote:
m121c wrote:No that would be to easy to do. I'll come to your work and beat your hot lap. Be scared. :lol:
My skeleton arms can do damage bro. And nobody's beat my hot lap ;) got lap records on all 3 tracks we've had since I started there. If pros, kart racers and regulars can't beat it. I doubt you all ;) hahah but I love competition. I've mobbed with the NorCal bros. karts are fun :)
I would most definitely win at the go kart track. I would be setting my kart up with banana peels, turtle shells, heat seeking missles, blow up dolls, spike belt, bazooka, and a cup holder for my apple juice. #watchoutchucknorris
TH_722
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Re: 2013 Race Factory Gaming Nationals

Post by TH_722 »

whoever fucked up horsepower hill should be fired #rage
bdownen323
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Re: 2013 Race Factory Gaming Nationals

Post by bdownen323 »

Visuals: Less realistic, WAY more fun.
Terrain: Don't know if it was meant to be more realistic, but way less fun IMO. You have to tiptoe into a lot of the ruts, esp. the one before the One Industries triple. The rut doesn't start till after the apex of the corner. Whatever, we're running it and I'm still on my laptop.
Ddavis
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Re: 2013 Race Factory Gaming Nationals

Post by Ddavis »

bdownen323 wrote:Visuals: Less realistic, WAY more fun.
Terrain: Don't know if it was meant to be more realistic, but way less fun IMO. You have to tiptoe into a lot of the ruts, esp. the one before the One Industries triple. The rut doesn't start till after the apex of the corner. Whatever, we're running it and I'm still on my laptop.
+1
KTM57
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Re: 2013 Race Factory Gaming Nationals

Post by KTM57 »

KTM57 wrote:If anyone so much as smooths a corner on Washougal, I will be disappointed.
Little did I know that we would get this. I'm sorry to the guys who worked on the track for us, and I'm happy that you took the initiative to give us something new, but you scribbled a mustache on the Mona Lisa with this one.
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yzmxer608
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Re: 2013 Race Factory Gaming Nationals

Post by yzmxer608 »

Even though I won't be racing I think last years displacement was better for racing. The off-camber between the two tables before coming towards the finish used to have 2 good ruts now the inside one is the only decent line, the second rut looks like it would be good coming in but just ends halfway through the corner, and there's no outside to bank off of after that. The very outside fades out to fast too. The second corner after the finish (left hander) had a few good ruts, now the inside fades all the way across the track (and I keep hitting my body on the bale trying to get in it), the outside has a beginning, nothing in the middle of the turn, then randomly comes back at the end... Also think the rough is a bit excessive in some spots (especially the drop-offs in back), and the random holes in some jump faces (last double before the finish). In some of the other corners there's random ruts that don't flow at all and are 5 feet long (inside after horsepower hill, inside after coming back up that hill, left-hander after the roller before the table) If you get a flow it is pretty fun though.
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WellsMX524
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Re: 2013 Race Factory Gaming Nationals

Post by WellsMX524 »

What's up with the 05 server?
TeamHavocRacing
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Re: 2013 Race Factory Gaming Nationals

Post by TeamHavocRacing »

KTM57 wrote:...you scribbled a mustache on the Mona Lisa with this one.
Hehe, good one.
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
AWood
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Re: 2013 Race Factory Gaming Nationals

Post by AWood »

Damn now I'm not excited for this. If it ain't brokee don't fix it.
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Osari52
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Re: 2013 Race Factory Gaming Nationals

Post by Osari52 »

WellsMX524 wrote:What's up with the 05 server?
If I had admin in there I would put it up but unfortunately I don't

Wheels is on vacation this week, Sween's new job is making it so he can't be home in nearly enough time to set things up, and I'm currently packing for Washougal and leave Wednesday. We've really shot ourselves in the foot here.

Likely we're looking at myself running Pro night on Tuesday and Byron running AMs on Thursday but we'll see and we'll definitely be sure to keep you guys in the loop.

I'm supposed to be getting a phone call from Wheels in about an hour and a half to get some things sorted for Byron's LL Regional tonight and stuff for the rest of the week so hang in there guys we'll have everything up and running soon.
Kellen Brauer | Start Your Systems | Swap Moto Live | PulpMX | Keefer Inc. Testing
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