From: <ba...@ne...> - 2010-06-12 11:07:28
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Hi Kennet, i will check out your track, your thoughts sounds interesting. As an 3d artist for me creating is not only questions about the design of the road itself. When i polish a track i asking always: - Where is it located? - What season? - How does the environment and nature look at the defined location and season? - What additional objects are required to let the track looking lively and varying? From techniscal 3d artist stuff: - Does the track has a good texture mapping? - Are there any mapping or 3d mesh bugs? - Is a shadow map available? All together, technical and artist thoughts, will make a real good, funny to race track. Cheers Eckhard. Zitat von Kennet Eriksson <eri...@ya...>: > Hello. > > Yup, I went ahead and made a track despite the lackadaisical > reaction on my test-track. > > There are two ways to get enjoyment of racing. One is by driving on > a nice and challenging track. The other is by interaction with other > cars when racing. So, can't you enjoy both at the same time? No, the > requirements of the tracks are different. Anything on a track that > makes it fun to drive also hinders overtaking and lessens the inter- > action between the racing cars. > > Requirements for a racing track: > Fairly wide as overtaking will be easy. > Straights should be straight and long enough for a realistic > overtaking attempt. > Overtaking seldom happens in a technical section, they should there- > fore be short. > A short track has a short average distance between the cars, i.e. > more interaction. > Some difficulties as to make mistakes more likely. > > Examples: Nordschleife is enormously fun driving but overtaking is > difficult and it is so long there is little interaction. > Ovalracing is only about interaction with other cars. > > I decided to try to make a racing track optimized for racing. It is > inspired by my test-track that I presented earlier. Nobody said > anything about what they thought about racing on it, the responses > were only about driving so I haven't made any drastic changes. > > Why do I believe there is a need for such a track? I don't believe > such a track exists either in the real world or in a game/simulation. > With the recent discussions on the difficulty of overtaking in F1 > and the criticism of the Tilke designed tracks in mind I decided to > try to make a track with good overtaking opportunities. > > Like it or not but it is about this such a track would look like. > If anyone finds this useful and makes a track with this in mind I > wouldn't mind either a thank you or some well chosen curses in a > readme file somewhere. > > Some design considerations: > There are no curbs. The track is meant to be challenging and I also > think they look wrong on it. > > The pitarea is placed so it doesn't go into any runoff area on the > first and last turn. It is deliberate, any entusiastic driver should > visit a gravel trap! > > You think the track looks too easy to drive? Try it in SimuV3. > > The pits are placed to minimise any silly behaviour by the robots. > An inside placed pit doesn't work at all. > > The environment is sparse, it fits the name. Anyone may improve on > it but I think it should have a rural look. > > Now, what about the name? The answer to that question and many (um, > well, hardly any at all really...) other are to be found if you > download the track. The readme might be of interest. > > I would also like to hear what you think of racing on this track. > > There are two versions of the track, one difference is the logo > on the portal above the start/finish line. The track is unchanged. > The other change is for you to find! > > The track is to be found on txchange: > http://t-xchange.co.cc/forum/viewforum.php?f=9&sid=6b3002f4dc704cb4c91b32d306f58b04 > > Regards > Kennet > > |