2016 rF Gaming Pro and Amateur Nationals

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Osari52
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by Osari52 »

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Kellen Brauer | Start Your Systems | Swap Moto Live | PulpMX | Keefer Inc. Testing
KieranEvans122
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by KieranEvans122 »

When is Glen Helen going to be released?????????
Kieran Evans | Privateer
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Ktmrdr11
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by Ktmrdr11 »

I have to say the track raced alot better than it does when you are trying to run a hotlap, mostly because you actually have to slow down and ride the track like you would in real life instead of wide the hell open, I would like to see the traction dialed back just a little bit, but thank you to all of the rf crew for giving us tracks every week, and putting up with everyones bullshit, I just hope none of you develope drug problems due to the lack of stress...........

btw the forums totally need a mute this user button, i feel like that would kill some of the drama
John23
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by John23 »

TH_722 wrote:Thats like saying biggeezoids pictures are good because he has alot of followers. :lol:
Yes! Someone knows him ahaha.
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his pics deserve to be published somewhere big
jlv wrote:This post is useless.
John23
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by John23 »

KieranEvans122 wrote:When is Glen Helen going to be released?????????
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jlv wrote:This post is useless.
Wahlamt
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by Wahlamt »

I did plan on make some sort of "every track yet feedback" around the halfway through the season, I've also now got the time to test out all track, which I hadn't before. So here's my tonnes of feedback and images. I'm going to try and be constructive and explain myself as best as I can.

In general, my expectation going into this season was to have tracks very similar in style to the previous years, but completely new. That's really my only expectation.
kawasakirider616 wrote:My first complaint is more of a rider error but I think it could easily be fixed.
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I feel like everything to the right of the red line should not be there. I've had countless times where I go through the corner and hit my handlebar on the inside. I think this change would help with consistency overall.
If this rider I quote is Kyle Robb, he has more experience and not to mention speed, than me, so he might see it in a very different way than what I do. This turn, I see nothing wrong with. If you should have shaved off the edge on the inside, it'd just enable everyone to go wide open through the turn, now people have to check up and use some technique, which personally I like.
kawasakirider616 wrote:Image
The middle rut has a weird curve to it. IMO it should be like the inside rut.
I wish more ruts would be like this, a unique shape. Makes the rut unique and interesting, not one more in the list of being same, great job!
kawasakirider616 wrote:Image
Once again I want to stress that I'm not very skilled compared to the pro's but I'll take it from my pov. These bumps are instead of up from the ground, built down into it, which is really nice, surprisingly. I had expected this to ride like crap, but the flow in these ruts are insane. The ruts gives you a sense of hard working suspension without sliding out. Feels great to ride through. The size is perfect as well.
kawasakirider616 wrote:Image
The acceleration bumps are a little to big IMO. When they are this big it makes it inconsistent. Some laps you will hit them perfect while others you will slide out.
These ones are very big. Yet again, I have no issue with them, no crashing, no sliding out, but I do understand people who struggle with them. If it would have been another traction (than the new one) I can imagine you sliding out of them really easily, but now they're suiting the track.

Let's jump onto my novel..

Start off on Hangtown, shall we?
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This image will symbolize how great the tracks looks this year. The track crew (?) has really made the tracks look insanely good this year. Environment and on track. The (what I assume is a) normal map on the ontrack part makes each bump easy to spot. I have no issues with seeing where I should go due to not seeing bumps. This has been a struggle in the past, where there has been like 1 decal and the ground has blurred together because of it. I have yet to find a bump or rut this year that I haven't clearly seen. Tracks are looking amazing!

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These ruts were the first thing to strike me this year. The size of them makes them berms to me. Also the lack of bumps in them makes them really easy to just go wide open out of and to a certain point into them as well. Compared to previous Hangtown tracks (which I now haven't ridden in a bit so I'm speaking off memory) these ruts are huge. No technique is really required here, just hammering, but previous years you've had to have finesse and choose wisely.

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But the bumps going into that turn is wonderful! The last bump and the drop on the inside makes it relatively noncompetitive. If the drop would have been a little smaller it would have been better I guess. But overall, the are a great size and doesn't throw you off track.

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These ruts are great as well. Not too big, yet you have to take it easy. Most of the times I crashed there, it was before I got a working setup dialed in and it was a rider error. Even if I crashed, the bumps were good and I was to blame for my crashes.

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Once again, the size is very big and the lack of bumps again makes it rail only. Generally I think smaller ruts with a little bit of bumps would be more interesting, than big railing ruts. That's my personal opinion.

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On a happy note, this jump is really sweet, as well as the most parts of this track. The beginning up and down the hills is really good as usual.

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This part following, until the section before the start, is really narrow (besides 1 turn). The track layout for this part until the start straight is terrible. That's the real life track's fault, I hated that part during the real life live races as well. So it's really hard to make it fun, but it would have been a little wider. At least a noob like me would have liked that hehe 8)

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Again I like to point out the parts of the track I really like. This roller section for some reason is one of them. Rides really well, bounces great and no issues at all! :)

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The ruts up this hill is really nice too! They aren't really bothering, yet making sense and fulfilling a purpose.

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Both these sections with the bumps, the bumps are too big. You can't scim across them normally really. It feels like a mine-field that has gone off, very random big holes, mainly in the 1st part. Personally I believe in bumps that are tighter together, a little shorter in length and has more random kicks that are higher all the sudden, like in real life, some bumps are higher than other. I think bumps a little closer together with a little less height up/down would be good.

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These ruts are pretty good. A tad bermish, but much better size than some others, good job here once again!

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One more a little random thing I've thought about is that the bumpiness is quite random. Some parts seem completely flat, no small deviations at all in the ground. Even if the ground is more or less flat, small deviations is always nice to have. Not necessarily big ones, but just so it isn't completely flat. I'll show a little more in a bit with another picture.

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Yet again, a very big rut/berm.

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Here we have another example of a a great section with great breaking bumps that feels really good.

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This is what I meant with random bumpiness. Half of the lane is rutted/bumpy, the other half has nothing but perfect smoothness to it (in comparison). Especially on Muddy Creek, this was a reoccurring phenomena throughout some parts of the track. Like an inside could be completely flat, while the outside wasn't. I understand that the premiere line is rutted, but I think the non-premiere line at least shouldn't be super smooth. Again, very personal opinion. Smaller ruts or more noticeable bumps (seen in this picture) would have been nice to make the track seem more consistent.

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These jumps are sweet! You can jump into the section at any pace! Dig it!

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For the last image, a perhaps weird complaint thought. Some breaking bumps are very linear and goes through the entire width of the track (or close to). I find this very strange. In real life, I've never seem a bump that is that wide. Again, it should ride well in game, not always be super realistic. To mix things up, the alternative to that style of bump is to make bumps for each line/rut. This is more time consuming and probably more annoying to make as you have to try more stuff and build it. What can also happen here is that a line opens in the middle of "2 set of bumps". Things like this is what takes time to make good. You will have to make 3-ish set of bumps for each turn with some additional bumps in between each set to prevent these "in between bump lines to become very 'overpowered' ". Also when making the "in between" bumps you have to make sure that they are separated enough from the others to not make it a completely flat part (one begin on the top of another so it leads to it being a flat surface at that particular point). Mix this with some varying height from bump to bump and you have it very technical.

This last thorough explanation was more for the non-track-makers to get a better understanding of why track takes time and how much you have to think of.

If I can help out in any way, I'd be glad to. I hope I have given relevant feedback, not only showing negative stuff, but also pointing out what on the tracks that has been particularly good. None of the tracks are bad, they're just a different style from before, that's all. We'd have all the same reaction if we'd gone from 2016->2012 styled tracks.

To address the traction, I think the traction really suits the tracks and how the tracks are riding. I did not try the "Red Bud ice traction", but I bet I'd like that one too. People just need to keep an open mind and give more things to the track makers that "This sucks", "This is aids", "Traction is super bad" and "Fuck these ruts". That in no way tells anyone what could possible make it better.
NoFear345
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by NoFear345 »

Personally I hate small ruts because they do not work well in sim at all. I honestly think redbud was the perfect mix of bump size and rut size.
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Wahlamt
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by Wahlamt »

NoFear345 wrote:Personally I hate small ruts because they do not work well in sim at all.
I think they do if they're built right. You just have to have more finesse and technique when hitting them, not just try to rail them wide open ;)
MJrace
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by MJrace »

Wahlamt wrote:
MJrace wrote:It's time for glen helen free isn't it?
Saying this again:
Wahlamt wrote:This quote was made 31 May, so not a month yet..
wheels1758 wrote:UPDATE: Track will be released sometime before 12:00 (noon) Pacific tomorrow.
I guess one month is over, but glen helen still isn't available for public.
I watched out for it every day but it seems like nobody cares about the ones which can't pay for the tracks...
You guys could at least do what you said you will (bringing out the tracks one month later) :roll:

I hope it will be available soon
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Rayvenator
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by Rayvenator »

Wahlamt wrote:
NoFear345 wrote:Personally I hate small ruts because they do not work well in sim at all.
I think they do if they're built right. You just have to have more finesse and technique when hitting them, not just try to rail them wide open ;)
This

Just because you cant rail them 5th gear pinned doesnt mean they doesnt ride well. Just take it slow and be precise, just as in real life.
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mxsrider96
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by mxsrider96 »

To everyone who feels entitled to Glen Helen: The first post says, "at least 30 days." There is no promise of the track release being that long, it just says at least. Which means that you may not get a single track until the end of the season, you may not get a track at all. Just wait and be patient, your impatience is probably leading the rF guys much farther from what you actually want anyway
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Wahlamt
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by Wahlamt »

MJrace wrote:I guess one month is over, but glen helen still isn't available for public.
I watched out for it every day but it seems like nobody cares about the ones which can't pay for the tracks...
You guys could at least do what you said you will (bringing out the tracks one month later) :roll:

I hope it will be available soon
Quoting the 1st post:
From The First Post wrote:Tracks will be exclusive to rF members for at least 30 days following the racing event.
To me it looks like they haven't broken their promise yet? I can insure you that "seems like nobody cares about the ones which can't pay for the tracks..." will not get you the tracks faster. Let them know how great the track looks and how much you appreciate their work, then they'll probably feel more happy to release it.
You guys could at least do what you said you will (bringing out the tracks one month later)
Again, according to the first post, nobody said it will be out 30 days later.
MJrace
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by MJrace »

Wahlamt wrote:
MJrace wrote:I guess one month is over, but glen helen still isn't available for public.
I watched out for it every day but it seems like nobody cares about the ones which can't pay for the tracks...
You guys could at least do what you said you will (bringing out the tracks one month later) :roll:

I hope it will be available soon
Quoting the 1st post:
From The First Post wrote:Tracks will be exclusive to rF members for at least 30 days following the racing event.
To me it looks like they haven't broken their promise yet? I can insure you that "seems like nobody cares about the ones which can't pay for the tracks..." will not get you the tracks faster. Let them know how great the track looks and how much you appreciate their work, then they'll probably feel more happy to release it.
You guys could at least do what you said you will (bringing out the tracks one month later)
Again, according to the first post, nobody said it will be out 30 days later.
thanks for your reply!
And of course the tracks look absolutely amazing! :D
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AHeckman2
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by AHeckman2 »

Osari52 wrote:
AHeckman2 wrote:Also sorry to Jeremy Smith
sorry... Jeremy Smith
Jeremy Smith
K.
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Yea my bad Kellen, was kicking myself for that one too. The pole just kinda snuck up on me :lol:
Lnxa wrote:Thanks Heckman :roll:
https://gfycat.com/SafeTastyGander
To be fair, I got a bad kick and then the bike wheelied, so if I didn't slam on the brakes right before the lip I would've killed us both :lol:
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Rush
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Re: 2016 rF Gaming Pro and Amateur Nationals

Post by Rush »

MxVelocity747 wrote: Image
I sowwi :(
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Jared133mx wrote:if you have anything else to say you can shoot my mom a message :wink:
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