Luis Armstrong
Banned
Thanks
Yup, bumps, undulations, uneveness in the road, cracks, different road surfaces, road camber, negative road camber, etc. etc. can really affect driving, car handling, car setup, driving technique, driving lines, and just overall character and fun-factor.few subtle surface cambers & irregularities really does help bring a track to life
Yup, bumps, undulations, uneveness in the road, cracks, different road surfaces, road camber, negative road camber, etc. etc. can really affect driving, car handling, car setup, driving technique, driving lines, and just overall character and fun-factor.
The bumps/road surface irregularities COMPLETELY transform the final chicane on the ISI Quebec kart tracks. You really have to mentally prepare your line, technique, etc. when going through that corner because you are partly compensating due to the bumps. It really is an event going through there, and massive time can be gained or lost there due to a few different reasons which all stem from the bumps.
That entire turn, from start to end (including the fact that the exit is a battle between the exit itself and the brake point/entry to left hander which leads to a straight) is already a legendary corner in the sim-racing world in my opinion.
Can you talk about the changes to the track surface?
Very nice subtle wacky waving btw.
Those ATVs just look too big and wrong proportions to be honest.
Can we get a circling blimp with camera? Would be fun with overview cam on kart tracks.
bumps were added
thanks
ATVs were measured using cornerworkers - they are close
no - I don't have time for more updates to this track![]()
hiya,
just tried new version but decided to go back to old version, I'm not feeling anything in the track surface but some horrible sharp (like some things hitting my steering wheel) forces in the ffb
I run motion with sim vibe etc -this picks up the ISI surfaces very nicely along with very very subtle (minimal) ffb effect
thanks for giving it a try anyhow
What I could do is a version 1.2 with and without the bumps as layout choices
Before PickBadger spends more of his valuable time changing or repackaging, can we get some more feedback on whether the new bumps are realistic or not? Sorry, I can't test myself this week, but no point in making them a layout choice if they aren't realistic.
Seem reasonable?
Very
One thing I just noticed which is minor imo, when going offtrack and re-joining, if you re-join over one of the flat curbs you either get stuck (low speed) or are lifted up as if was a ramp (higher speeds)
The higher curbs don't seem to have this issue.
physical geometry of the curbing mesh
Ok, so here's my plan. I'd like for you guys to test some bump levels for me. I'll create 3 bump reduction patches to install on top of 1.1f
The first will be the bumps at 95%, then 90% and finally 85%. Which ever one is seems best will then get used in version 1.2. Seem reasonable?