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[cir] Flores-Henshelm

Posted: Thu Jun 06, 2013 10:26 am
by Crowella
Keywords: Crowella , Circuit , Lake , Fantasy , Modern

Circuit Updated on 08/06/2013

Haven't made a modern circuit in a while so here's my take on a fictional circuit around a lake. :bg:

AI for Formula as usual. Not much more to say. Enjoy and leave a comment. :)

EDIT: Circuit has been updated.

Code: Select all

List of changes:
- People have been put on access roads and in village.
- Advertising boards have been smoothed out as much as possible.
- Pit lane exit limiter has been moved to behind cone rather than sunk tyre to prevent accidental trigger of limiter.
- Added kerbs in two locations to assist racing (does not change the difficulty of the circuit however).
- Added multiple sunk tyres to two of the wider turns.
- Fixed the last sand trap which appeared to leave a grass gap on the right hand side.
- Added dithering to the last runoff area.
- HMap has been smoothed at pit lane entry, access tunnel and outside the circuit.
- Moved the cones back on the esses as well as fix up the LMap on esses.

Re: [cir] Flores-Henshelm

Posted: Thu Jun 06, 2013 11:21 am
by XYY
I just tested this track in Hotlap mode, so here are my impressions:
  • The surroundings are all well thought of, but there's a problem with the hmap on some places, especially at the lmap underpass and at the access road next to the pit entry. Both of them could be easily fixed ;) .
  • I don't really like the looks of the "rotated" multiple sunktyres when used without a kerb. Although those corners seem to be sharp enough to use only one sunktyre, it might have looked better with three sunktyres in each of the corners. :scratch:
  • I don't quite get the use of the little road next to the fast section at the top-left. :pillepalle: If it's an access road, why isn't there any marshall on it? If it's a normal street, why is it even thinner than the roads in the village?
  • Although it looks good as it is, I think the fast section would have been a perfect spot to make some road markings there (so that the circuit is half temporary and half permanent, like Adelaide).
  • I think the adverisment boards (?) could have been smoother
And now some good things:
  • The scenery is wonderful, I especially like the bottom-left. And those cliffs :hyper:
  • The corner at the top is just cool and challenging to drive, I like it a lot :) . Same goes for the last sector, if you want to go through it full throttle, you have to be careful ;)
  • All in all, the track is just nice to drive :goodvibes:
And please don't get me wrong, I wrote a lot more negative than positive things but it's criticizing at a high standard :mrgreen: Very likely a :tom: contender.

Re: [cir] Flores-Henshelm

Posted: Thu Jun 06, 2013 11:36 am
by YoNnie
I can't test it now but track looks so beautyfull! Can't wait to drive on it.

Re: [cir] Flores-Henshelm

Posted: Thu Jun 06, 2013 11:41 am
by Crowella
Thanks for the great reply. These are the kind of comments I wish people would give more often. :)

- I noticed the HMap after you said it. I should take more care, my mistake. :(
- I did have multiple sunk tyres on one corner but I found that when cars get pushed out it was too hard for cars to recover. I also didn't want to have sunk tyres but it was far too easy to cheat without a sunk tyre. I had to go for the most forgiving without allowing cheating. That's also why the checkpoints are extremely lenient.
- Yes, it's an access road. I know they're closely placed but I wanted to give this idea of it being a real track with multiple.
- I've made enough semi-permanent circuits as it is. Don't remind me of how tempting it was to do that though.
- The ad boards wouldn't become much smoother unless they are exactly flat.
- Thank you for noticing the bottom left. That bugged me for a while.
- I'm glad you like that top corner. Favourite section of the circuit too. :)

Re: [cir] Flores-Henshelm

Posted: Thu Jun 06, 2013 5:39 pm
by Qurpiz
There's definitely some Potrero de los Funes in that track.

http://en.wikipedia.org/wiki/Potrero_de ... es_Circuit

It's a pretty effin great GR track too.

Re: [cir] Flores-Henshelm

Posted: Thu Jun 06, 2013 11:11 pm
by Trigger Happy
Only detail, when I'M driving though 1st curve and I jump over the sunk tyres by a wheel (after last cone), occasionally I'm caught by the 2nd limiter of pit exit. :shrug:

Wonderful and very entertaining track. :bowdown:

Re: [cir] Flores-Henshelm

Posted: Fri Jun 07, 2013 6:41 am
by Crowella
Thank you guys :bsmile:
Qurpiz wrote:There's definitely some Potrero de los Funes in that track.
Of course there is. :up: I had to put more influence in there as soon as I dropped the lake in. :gpush: I just wanted to hide the Silverstone-esque idea I had originally
Trigger Happy wrote:Only detail, when I'M driving though 1st curve and I jump over the sunk tyres by a wheel (after last cone), occasionally I'm caught by the 2nd limiter of pit exit. :shrug:
Interesting, :scratch: shame that has happened to you while racing. I tried to recreate it with multiple cars before I released it and even tried it today and I could not ever get it to happen :shrug: . I found it really difficult to hit that sunk tyre in the first place but I had a feeling that with some combination it might have popped up. Originally I had that same issue with the last corner where an AI car hit a static road cone and got caught by the limiter which involved moving the pit lane entry (and probably explains why I missed that little bit of HMap too which was covered by other things)

Re: [cir] Flores-Henshelm

Posted: Fri Jun 07, 2013 10:37 am
by Trigger Happy
Probably if you'd place the limiter by same way, but on joint of the cones inside and outside, it'd be OK. I was using formula (not sure, if a UOGRCed or default one). Maybe with the tiny hmap fixes it could be enough for a quick update? :)

Re: [cir] Flores-Henshelm

Posted: Fri Jun 07, 2013 12:23 pm
by Crowella
Since there is such request, I'll put an update up in a few hours when I get home with:

- Fix to HMap on road near pit lane, tunnel and house/road on the right.
- Add more people on access roads/village (d'oh!)
- Smooth advertising boards (where possible)
- Move second pit limiter back to be in line with the cones rather than sunk tyre
- Fix to last corner sand trap where sand appears to be missing

Re: [cir] Flores-Henshelm

Posted: Fri Jun 07, 2013 4:30 pm
by The Grimeloid
This track is a mix of Potrero de Los Funes and Enna-Pergusa... looks great

Re: [cir] Flores-Henshelm

Posted: Sat Jun 08, 2013 4:45 am
by Crowella
Circuit has just been updated with a list of fixes in the first post.

Re: [cir] Flores-Henshelm

Posted: Sun Jun 09, 2013 4:29 pm
by Trigger Happy
:happythanks:

Now it's really perfect (although I'd not say all the fixes were needed personally - kerbs and people), Crowella. :up:

Re: [cir] Flores-Henshelm

Posted: Mon Jun 10, 2013 9:14 am
by Dragon
Perfect track, Crowella! 5/5 :clap:
The only thing that I don't like is the lack of dithering in the access roads but this is only a small detail. :bg: