on 01-04-2012 07:29 PM
A problem with that sharp downslope at the start of Megaton Mine is how the kart slides out to the outer wall as you're making the turn. This is a physics issue with MNR when you put a turn and then have the track descend heavily as you make the turn. I have a turn like this that attempts to replicate the track 'Metropia' from wipEout HD on Lioyd2k4 that isn't published at the moment, and I could never find a way to prevent the sliding outside without slowing down significantly or redesigning the track at that point.
on 02-04-2012 01:02 AM
Lloyd2k4 wrote:A problem with that sharp downslope at the start of Megaton Mine is how the kart slides out to the outer wall as you're making the turn. This is a physics issue with MNR when you put a turn and then have the track descend heavily as you make the turn. I have a turn like this that attempts to replicate the track 'Metropia' from wipEout HD on Lioyd2k4 that isn't published at the moment, and I could never find a way to prevent the sliding outside without slowing down significantly or redesigning the track at that point.
I think I'm going to try and tweak the start to have more of a straight run at that slope. It's going to be a pain to change but I'll give it a try in a few days.
on 02-04-2012 04:15 AM
If it makes you feel any better, I personally found a way to avoid sliding outwards, but I have to make quite the drastic turn beforehand in order to make sure it happens. Fortunately, it doesn't involve braking, so it's definitely possible to take it without sliding out to the wall.
on 08-04-2012 05:33 AM
New Chemical Plant is ready for testing - give it a go! Since this one is a brand new made from scratch course and I know a few like the old one I might republish the old one as a stand alone track a bit later... imo the new one is vastly superior though
3 more to go...
on 08-04-2012 02:32 PM
Tried out Chemical Plant. I've never seen the previous version so I don't have a comparison but this one flowed really well and felt like it was meant to be raced. As a good track should be.
Enjoyed it all the way.
on 09-04-2012 10:45 AM
MylesG wrote:2 new tracks up today for testing - same deal as usual.
Darkwood Vale
- I've been trying to make a good halloween themed track for a long time (I've started over about 5 times!) and I think I finally have one thats fun
- The ghosts in the mansion section like to cause havoc for racers so watch out
- There are 2 routes for the last bit though getting to the top route requires some skilled bouncing - hitting the top route should cut a few seconds off your lap
Frosty Coast
- A remake of Frosty Village that's barely recognizable and one of my new personal favs - much more focused on the water and ice thing then before.
- Features a large ice cave section with falls that was an absolute nightmare to build - shame you'll probably be flying through too fast to see all the scenery though
As always let me know what you think and if you find any bugs!
That sets things at 10 new tracks from the new tours now - once I get the first 12 tracks up for testing the focus will shift to the classic remakes and getting the first 3 extreme and classic tours finalized. (Worry not though as there will be more tours beyond the first 3)
Here's the tentative tour list I have right now for those that are interested (though things may shift depending on the difficulty of the last 2 tracks I need to build). I've been flipping around the classic tours quite a bit lately as I try and make sure I have all bases covered so here is what they're currently sitting at.
Ax1 - Mechapolis Sprawl
Ax2 - Rocket Hills
Ax3 - ???
Ax4 - Big Chill Descent
Ac1 - Sakura CircuitAc2 - MGO Stadium
Ac3 - Aquatica
Ac4 - Temple of Zoom
Bx1 - Mechapolis SpaceportBx2 - Dinosaur Hollow
Bx3 - Crossbone Cove
Bx4 - Darkwood Vale
Bc1 - Dusty DunesBc2 - Sky Garden
Bc3 - Murky Mine
Bc4 - Launch Base
Cx1 - Mechapolis Neo SectorCx2 - Frosty Coast
Cx3 - ???
Cx4 - Drakefire Keep
Cc1 - Tek City RushCc2 - Sunny Savanna
Cc3 - Ancient Forest
Cc4 - Meltdown
Dx Tour - ?
Dc1 - Hectic HarborDc2 - Emerald Caves
Dc3 - Monkey Carnival
Dc4 - Chemical Plant
Ex Tour - ?
Ec1 - Shipwreck Cove
Ec2 - Sandswept Palace
Ec3 - Capital Port
Ec4 - Sky Fleet
Back to the track making...
You know you could just hget a memory stick, go into BP game Data or whattever and look for the User created section. ![]()
on 09-04-2012 02:26 PM
Tecnoboy1 wrote:
MylesG wrote:2 new tracks up today for testing - same deal as usual.
Darkwood Vale
- I've been trying to make a good halloween themed track for a long time (I've started over about 5 times!) and I think I finally have one thats fun
- The ghosts in the mansion section like to cause havoc for racers so watch out
- There are 2 routes for the last bit though getting to the top route requires some skilled bouncing - hitting the top route should cut a few seconds off your lap
Frosty Coast
- A remake of Frosty Village that's barely recognizable and one of my new personal favs - much more focused on the water and ice thing then before.
- Features a large ice cave section with falls that was an absolute nightmare to build - shame you'll probably be flying through too fast to see all the scenery though
As always let me know what you think and if you find any bugs!
That sets things at 10 new tracks from the new tours now - once I get the first 12 tracks up for testing the focus will shift to the classic remakes and getting the first 3 extreme and classic tours finalized. (Worry not though as there will be more tours beyond the first 3)
Here's the tentative tour list I have right now for those that are interested (though things may shift depending on the difficulty of the last 2 tracks I need to build). I've been flipping around the classic tours quite a bit lately as I try and make sure I have all bases covered so here is what they're currently sitting at.
Ax1 - Mechapolis Sprawl
Ax2 - Rocket Hills
Ax3 - ???
Ax4 - Big Chill Descent
Ac1 - Sakura CircuitAc2 - MGO Stadium
Ac3 - Aquatica
Ac4 - Temple of Zoom
Bx1 - Mechapolis SpaceportBx2 - Dinosaur Hollow
Bx3 - Crossbone Cove
Bx4 - Darkwood Vale
Bc1 - Dusty DunesBc2 - Sky Garden
Bc3 - Murky Mine
Bc4 - Launch Base
Cx1 - Mechapolis Neo SectorCx2 - Frosty Coast
Cx3 - ???
Cx4 - Drakefire Keep
Cc1 - Tek City RushCc2 - Sunny Savanna
Cc3 - Ancient Forest
Cc4 - Meltdown
Dx Tour - ?
Dc1 - Hectic HarborDc2 - Emerald Caves
Dc3 - Monkey Carnival
Dc4 - Chemical Plant
Ex Tour - ?
Ec1 - Shipwreck Cove
Ec2 - Sandswept Palace
Ec3 - Capital Port
Ec4 - Sky Fleet
Back to the track making...
You know you could just hget a memory stick, go into BP game Data or whattever and look for the User created section.
You can't backup stuff saved in the "game data" section onto a flash drive Tec, reason I lost my LBP stuff on my old phat PS3. ![]()
Back on topic, played the new "Chemical Plant" the other night, very nice, love the use of the industrial arctic buildings and as with all your latest tracks, the flow was immense throughout. I remember the original from waaaay back in the day, was always my favourite track of yours back then, I remember it having a very indoor kinda feel, which, pre-placement glitch, was an impressive feat! This new one didn't feel quite as enclosed, which was a little disappointing, are you planning on adding a little bit more roof to cover things over a bit? Seems weird seeing so much blue sky!
on 09-04-2012 05:21 PM
atheistsw wrote:
Tecnoboy1 wrote:
MylesG wrote:2 new tracks up today for testing - same deal as usual.
Darkwood Vale
- I've been trying to make a good halloween themed track for a long time (I've started over about 5 times!) and I think I finally have one thats fun
- The ghosts in the mansion section like to cause havoc for racers so watch out
- There are 2 routes for the last bit though getting to the top route requires some skilled bouncing - hitting the top route should cut a few seconds off your lap
Frosty Coast
- A remake of Frosty Village that's barely recognizable and one of my new personal favs - much more focused on the water and ice thing then before.
- Features a large ice cave section with falls that was an absolute nightmare to build - shame you'll probably be flying through too fast to see all the scenery though
As always let me know what you think and if you find any bugs!
That sets things at 10 new tracks from the new tours now - once I get the first 12 tracks up for testing the focus will shift to the classic remakes and getting the first 3 extreme and classic tours finalized. (Worry not though as there will be more tours beyond the first 3)
Here's the tentative tour list I have right now for those that are interested (though things may shift depending on the difficulty of the last 2 tracks I need to build). I've been flipping around the classic tours quite a bit lately as I try and make sure I have all bases covered so here is what they're currently sitting at.
Ax1 - Mechapolis Sprawl
Ax2 - Rocket Hills
Ax3 - ???
Ax4 - Big Chill Descent
Ac1 - Sakura CircuitAc2 - MGO Stadium
Ac3 - Aquatica
Ac4 - Temple of Zoom
Bx1 - Mechapolis SpaceportBx2 - Dinosaur Hollow
Bx3 - Crossbone Cove
Bx4 - Darkwood Vale
Bc1 - Dusty DunesBc2 - Sky Garden
Bc3 - Murky Mine
Bc4 - Launch Base
Cx1 - Mechapolis Neo SectorCx2 - Frosty Coast
Cx3 - ???
Cx4 - Drakefire Keep
Cc1 - Tek City RushCc2 - Sunny Savanna
Cc3 - Ancient Forest
Cc4 - Meltdown
Dx Tour - ?
Dc1 - Hectic HarborDc2 - Emerald Caves
Dc3 - Monkey Carnival
Dc4 - Chemical Plant
Ex Tour - ?
Ec1 - Shipwreck Cove
Ec2 - Sandswept Palace
Ec3 - Capital Port
Ec4 - Sky Fleet
Back to the track making...
You know you could just hget a memory stick, go into BP game Data or whattever and look for the User created section.
You can't backup stuff saved in the "game data" section onto a flash drive Tec, reason I lost my LBP stuff on my old phat PS3.
Back on topic, played the new "Chemical Plant" the other night, very nice, love the use of the industrial arctic buildings and as with all your latest tracks, the flow was immense throughout. I remember the original from waaaay back in the day, was always my favourite track of yours back then, I remember it having a very indoor kinda feel, which, pre-placement glitch, was an impressive feat! This new one didn't feel quite as enclosed, which was a little disappointing, are you planning on adding a little bit more roof to cover things over a bit? Seems weird seeing so much blue sky!
Doubtful - I've maxed my prop limit unfortunately
on 10-04-2012 03:52 AM
MylesG wrote:Doubtful - I've maxed my prop limit unfortunately![]()
Ok - managed to use some trickery to extend my budget
Alt version is posted with 25% less sun... let me know which version you guys prefer and I'll go with the most popular one.
on 10-04-2012 03:57 AM
MylesG wrote:
MylesG wrote:Doubtful - I've maxed my prop limit unfortunately![]()
Ok - managed to use some trickery to extend my budget
![]()
Alt version is posted with 25% less sun... let me know which version you guys prefer and I'll go with the most popular one.
Ooh, very scientific... ![]()
Website ©2013 Sony Computer Entertainment Europe
All content, game titles, trade names and/or trade dress, trademarks, artwork and associated imagery are trademarks and/or copyright material of their respective owners. All rights reserved. [more info]