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Montreal F1 Circuit

  • Made for round 3 of the Pfister Supercup series
  • Approx 3/4 scale re-creation of Circuit Gilles Villeneuve - Montreal's Formula One Circuit
  • Pitlane location and layout the same as IRL
  • Gravel trap with slow-down strips on the exit of the hairpin
  • Offset checkpoints to reduce corner cutting.  Two wheels on or just over the curb is ok, but much more than that and you'll miss the CP.

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Bookmark - Montreal F1 Circuit

Video - Coming soon

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All looking good, feels good to drive and lots of kerb boosting protection. 

Have found one potential corner cut, not sure if it means a faster line and I'm probably being hyper critical but good to get everything covered.

18664601_1109719855840191_1488297653535314838_n.jpg.1afe5efe85bc29d25ee88e9f4e5f6648.jpg

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I'll have a look at it, @Squirrel.  That chicane is fairly fast anyway, so I reckon you'll compromise the exit if you take the line in your picture.  Might end up losing more time on the following straight than you gained by cutting the corner.  Will check it out though.

There's still plenty of places to catch a sneaky curb if someone wants to.  Not much you can do about it unless every section of track has a solid wall alongside it. Another 50 or so props wouldn't go astray though. :lol:

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Exactly, to stop kerb use all together the tracks would either be narrow boxes or made of flat panels. It's a shame the cars don't get affected by the different level of grip on the coloured section of the track pieces, it's very hard to get a visually good looking track which eliminates kerb use. 

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First, the track looks awesome and is very faithful to IRL. Big bravo Wayny !

I appreciate the will to prevent curb boosting by moving the CP in the middle of the road. I'm 100% against kerb boosting as you guys know. I obviously know why you made it that way but the downside is that the track is absolutely unforgiving !

If you make the tinniest mistake in your trajectory, you'll miss the CP completely. Turn a bit early or a bit late and the CP is missed. That's ruthless man.

And if contact happens near a CP, you could be sent off the trajectory a bit and miss the CP again.

There will be contact and there will be moments where we miss CP because of contact with others. I can already see my controller flying through my TV because of that.

Maybe we could allow a bit more room for error ?

 

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Cheers, Fido.  They are my concerns too.  That's why I'm grateful for any feedback about the CP's.

The corners will be too easy to cut if I move them any closer to the apex, I may as well move them all the way to their correct positions, which tbh is probably what will end up happening.  Barriers on the apex will also have the same negative effect for someone who gets their line slightly wrong or is trying to avoid a collision, so I don't see any feasible solution to the curb issue.  Trust, honesty and videos from the top 5 drivers is probably the only thing we can ask for. :lol:

Edit - My other concern is, what happens when someone does miss a CP?  In the heat of the moment, the natural instinct might be to immediately brake and/or turn around without checking for other cars around us.  It could cause a whole new set of problems.  Re-spawning after missing a CP can have bad consequences too.

Edited by no_snacks
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6 minutes ago, no_snacks said:

Trust, honesty and videos from the top 5 drivers is probably the only thing we can ask for. :lol:

Yep. Now we've discussed this issue, I'm sure people will be more careful. And if many of us record video of the races, the stewart will be able to make decisions in consequence, which will make us even more careful race after race. I think it's the best way to go.

 

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We've tried the track last night again and seeing some comments about "accidentaly" missing CPs from the group PSN message with the "regular racers", I was determined to try and miss a CP by driving close or over the limits of the track and I must say I've failed at missing any CPs, even managed to put 2 wheels slightly over the edge of the rumble strips a few times.

So I think CPs are spot on, so hopefully it'll encourage people to drive within the track limits, perhaps even not risking that much and stay completely on the track. If you do follow the rules, or even drive on the limits of the rules, you should be perfectly fine.

If you can get pushed out and missing a CP because of that, it might even encourage people to drive slightly less aggressive/cleaner, not risking this kind of incidents*. As if you do push someone out of the track and it's your fault, you have to wait for them and you'll lose time yourself. There's plenty of overtaking opportunities to overtake a slower driver in front of you, no need to make any risky moves. Patience is a virtue. :D

 

* similar effect: have you ever noticed how much cleaner public lobby racing with randoms is if catchup is turned off? No one wants to risk getting taken out, so they drive much less aggresively because of that.

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@zmurko I agree completely. I was driving the track well offline to see where the limits were. The CP's are placed well but if you take too much kerb then you miss the CP. Anything that encourages better kerb use is a great tool for these tracks

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First off: This is my favourite track off all, hands down.

I didn't have a problem with the placement of the checkpoints, but can see some issues on the ones mentioned in the first few laps when racing with 20+ people. Maybe an extra checkpoint in the slower part would be the solution, so you can't overtake in a faster line.

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Cheers for the feedback, guys.

If we were doing non-contact races, I think the CPs are well placed to keep everyone on track most of the time.  I'm 50/50 about how well it will work in a contact race, especially on the opening few laps.  

I have similar concerns to Fido, where a small mistake or misjudgement of a corner will have major consequences.  I've missed a couple of CPs while testing, and it can be a 10 second penalty by the time you realise you've missed it, then turn around, go back to hit it, then get back up to racing speed again.  Like Fido said, it's pretty "savage" for a minor mistake. :lol:

There may be incidents where other people get caught up in a crash because someone is turning around to get the CP they just missed, or even respawning and forcing someone else to swerve left or right to avoid the respawning car in front of them, causing them to now miss the CP too.  It might work well, but it could get very messy too.

Watching Broughy's latest track showcase video, he says it should come down to the drivers' abilities and vehicle selection, not a feature of the track that decides the outcome of a race - like a knocked down pole or a poorly placed prop or CP that catches some people out.  I think this track has the potential to be like that and possibly dictate the finishing position for some people, which doesn't sit well with me.  

If nearly everyone is happy for it to stay the way it is, then I'm fine with it too.  We just need to have a good think about it over the next few days so I can make any changes in time for the next round.

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Best thing to do is include it in some upcoming playlists. Set the race to contact and see how we get on. Only way to test a race is by getting cars on track. Just talking about it won't give us the answers. 

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At last I got time to run a few laps on this track. Really like it Snacks :)

I only missed one checkpoint while racing alone, but I was taking liberties with the corners so IMO this track does exactly what it says on the tin.

I cannot comment about racing in a large group though, only group testing will reveal CP issues.

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Can you smell what the Stone is cooking?

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