adsyfindlay 412 Posted February 27, 2015 Share Posted February 27, 2015 (edited) Lifeinvader GP Description: Race around this technical circuit, courtesy of lifeinvader the renowned phone company. Video of track: Rockstar Social Link: http://socialclub.rockstargames.com/member/adsyfindlay/games/gtav/jobs/job/OieCj4Zn5k6ZVhIRP6nOhA Edited March 25, 2015 by adsyfindlay 3 Quote Link to comment Share on other sites More sharing options...
DavidCore89 7,404 Posted February 27, 2015 Share Posted February 27, 2015 (edited) Nice track! I think I played this with you once, it's very technical and certainly the style of track that I prefer in terms of difficulty and corner lines and speeds. I'd consider opening it up to allow custom sports cars too, I think they would perform well here and the diversity of the sports class would be interesting. Who knows, maybe next time I'll provide a better challenge, but I really enjoyed the race . Edited February 27, 2015 by DavidCore89 Quote Link to comment Share on other sites More sharing options...
adsyfindlay 412 Posted February 27, 2015 Author Share Posted February 27, 2015 Thanks man got a few more of these on the way using the different parts of the track. I've got it open to anything so thats not a problem. I'm sure you will man haha I knew the race and you didn't lol would love to see what happens on an even playing field 1 Quote Link to comment Share on other sites More sharing options...
DavidCore89 7,404 Posted February 27, 2015 Share Posted February 27, 2015 Thanks man got a few more of these on the way using the different parts of the track. I've got it open to anything so thats not a problem. I'm sure you will man haha I knew the race and you didn't lol would love to see what happens on an even playing field Ah cool, it only has the 'super' tag. I'll edit all of the other vehicle class tags in now. Yeah, I saw the variants of this track that you've published on RSC, they look pretty cool and I'll be sure to try those too. Quote Link to comment Share on other sites More sharing options...
adsyfindlay 412 Posted February 27, 2015 Author Share Posted February 27, 2015 Ah cool, it only has the 'super' tag. I'll edit all of the other vehicle class tags in now. Yeah, I saw the variants of this track that you've published on RSC, they look pretty cool and I'll be sure to try those too. Yeah sorry man, I thought you only put what the main intended class was? I can put the rest in now if you want? Yea I'll put them on here soon, just takes a little to get the video together for each track haha Quote Link to comment Share on other sites More sharing options...
DavidCore89 7,404 Posted February 27, 2015 Share Posted February 27, 2015 Yeah sorry man, I thought you only put what the main intended class was? I can put the rest in now if you want? Yea I'll put them on here soon, just takes a little to get the video together for each track haha It's all good, I've added the other tags. Use one tag if the race is locked to a certain class or vehicle. The video's are very good! I bet the video's and races combined take a lot of time. Quote Link to comment Share on other sites More sharing options...
adsyfindlay 412 Posted February 27, 2015 Author Share Posted February 27, 2015 It's all good, I've added the other tags. Use one tag if the race is locked to a certain class or vehicle. The video's are very good! I bet the video's and races combined take a lot of time. Thanks man I'll remember that for future . Yeah they take a while haha, gave up on the perfect lap as it takes way too long and I always seem to miss it in recording when I get it haha :/ 1 Quote Link to comment Share on other sites More sharing options...
SeymorScagneti 1,274 Posted March 7, 2015 Share Posted March 7, 2015 Very fun, fast track. Well done Findlay. Quote Link to comment Share on other sites More sharing options...
adsyfindlay 412 Posted March 17, 2015 Author Share Posted March 17, 2015 Very fun, fast track. Well done Findlay. Thanks man Quote Link to comment Share on other sites More sharing options...
adsyfindlay 412 Posted April 17, 2015 Author Share Posted April 17, 2015 Small update, Thanks no_snacks for pointing these out. Some concrete barriers have been adjusted. Two checkpoints have been adjusted one on the last hairpin because it could be cut too fine and missed. The second is on the first part of the chicane due to a change which allows the race to be run as an enduro 3 Quote Link to comment Share on other sites More sharing options...
ScottyB 2,086 Posted June 22, 2015 Share Posted June 22, 2015 Played this again in my endurance contact racing with sports cars and 8 laps. It's definitely a great track but I think there are a few more tweaks to be made to perfect it. After you do the u-turn around the life invader, there is 2 right turns, basically another big u turn. The second right turn comes up very quick, and because the first CP shows it's a 90 degree turn you think you can come in really fast and then bam, you need to turn quiet sharp again. I have ran this track lots and it catches me out almost every time. There are 2 ways to fix this, find I would personally use both to make sure. Firstly pull the second CP further around the corner. Most of the time you are going to fast to actually read the CP anyway, so if it is pulled further around the corner, that means the first CP will have 3 chevrons (little arrows inside the CP) which will indicate it is a sharp turn so that you take the corner at the appropriate speed. The second fix which should be used in conjunction with this is to block off the roads that you're not meant to go down. You could run the barriers all the way around which will re in force that you need to keep turning until you're facing the right direction. The other small issue, which doesn't effect me any more, but did effect others is having multiple barriers around the corners. The barriers on corners are almost instinctively (at least for me) a guide to hit the apex. When you see the first one, depending on the angle you take, you're likely to clip the second and third ones which will obviously screw you up. One thing to keep in mind is that even though you may think people won't hit them, everyone drives slightly differently and won't necessarily stay on the correct line anyway so it can cause problems. One last thing, which I actually copied you doing, was near the start, after the chicane and you cut through footpath between 2 poles outside of LSC just before the u turn. I screwed up and took out a pole which screwed everyone else up. You could put a barrier to make people follow the road which adds a little more challenge, or if you like cutting through there then you can just wrap that pole as its quiet easy to hit. I hope this makes sense, if not feel free to ask. I'm also picking at all the little things, overall it's a great course and I think with these few changes it would be as good as it can be, and easy for everyone to follow the first time they play it, which to me is one of the most important things. Quote Link to comment Share on other sites More sharing options...
adsyfindlay 412 Posted June 23, 2015 Author Share Posted June 23, 2015 Just had a look mate, not made any changes yet but will do. When yo say further round the corner do you mean towards lifeinvader or the other way round thanks for the feedback man . I.m now going to remove the barriers but I will place them as far back as I possibly can. Some just cant be avoided due to poles and I'm got something in mind for the footpath as I want people to follow the track which is why I have so many barriers . I saw someone do it and then I carried on doing it so it aught to be fixed thanks for bringing it up! 1 Quote Link to comment Share on other sites More sharing options...
ScottyB 2,086 Posted June 23, 2015 Share Posted June 23, 2015 I usually can get through the straight without hitting anything, although it is a risky move, and I wiped out cause I hit the pole once and made chewy behind me flip for ages down the road, who also took Skorpion out haha so it was a massive disaster which probably won't happen again but yeah haha. The chevrons point to the next CP automatically, so I think it needs to be away from life invader/ further down the road you're meant to be travelling down. The first CP coming out from the u turn around the life invader is good, but it points around 90 degrees to the next one. If you put the next one further down the road you're meant to be turning and travelling down, hen the first CP chevrons will point at more of a 45 degree turn if that makes sense. You will lose sight of the second CP a little, but knowing the speed to take the corner out weighs that IMO, and if you also add the barriers there to guide you up the correct road, there shouldn't be an issue. Imagine if you were to drive where the chevrons are pointing. If you are driving through them at speed, they should be pointing where you need to go and having 2 cps close together doesn't give you the reaction time to make the turn properly. It is a bit of a hard and probably subjective thing to do, but most people I have spoken to about these issues (which happens all the time) agree that this is a pretty good fix to it. Quote Link to comment Share on other sites More sharing options...
adsyfindlay 412 Posted June 23, 2015 Author Share Posted June 23, 2015 The other thing I wanted to ask is that I'm going to have to prop glitch to get the extra props to guide round which means they will move as they will be dynamic barriers (I may post a video about how to do this as it gives you 120 props). I don't think this should matter but was wondering what you thought? Quote Link to comment Share on other sites More sharing options...
DavidCore89 7,404 Posted June 23, 2015 Share Posted June 23, 2015 (edited) The other thing I wanted to ask is that I'm going to have to prop glitch to get the extra props to guide round which means they will move as they will be dynamic barriers (I may post a video about how to do this as it gives you 120 props). I don't think this should matter but was wondering what you thought? No glitch tutorials posted on the forum please. Use it in your job or exclusively on your channel by all means, I personally wouldn't, but prop limitations can be a nightmare, my jobs often max out at 100 props (dynamic are shit IMO, they all cause crashes). Edited June 23, 2015 by DavidCore89 1 Quote Link to comment Share on other sites More sharing options...
adsyfindlay 412 Posted June 23, 2015 Author Share Posted June 23, 2015 No glitch tutorials posted on the forum please. Use it in your job or exclusively on your channel by all means, I personally wouldn't, but prop limitations can be a nightmare, my jobs often max out at 100 props (dynamic are shit IMO, they all cause crashes). Ok no worries . I'll keep it to myself, happy to tell anyone through PSN though! I only use the dynamic props in places where they are to guide only and if knocked would move away from traffic. Sorry man wasn't thinking for a second Quote Link to comment Share on other sites More sharing options...
adsyfindlay 412 Posted June 23, 2015 Author Share Posted June 23, 2015 Right I've made some changes! I've gone through all the props with a fine tooth comb and moved alot back they are not removed but clipping the curb should no longer be a problem. I placed barriers on the turning that you mentioned Scotty and moved the checkpoints, the checkpoint movement didn't do much maybe removing one of them may do the job better. Quick note, I'm trying to change it to remove this but having some difficulty (The update ruined the creator :/ ) The props I placed down to direct on the turn that Scotty mentioned if hit will glitch out and go everywhere. They are weightless and shouldn't ruin anyones race but like I said I'm trying to change it as soon as possible but having difficulty! 2 Quote Link to comment Share on other sites More sharing options...
ScottyB 2,086 Posted June 24, 2015 Share Posted June 24, 2015 Wow, I didn't realise you used all the props! They go so quickly. How did we ever survive with only 50 on PS3 I'll play it soon and let you know Quote Link to comment Share on other sites More sharing options...
MrBump360 482 Posted June 24, 2015 Share Posted June 24, 2015 (edited) great fun this track! Findlay was kind enough to show me around it last night. He drove in first gear and I drove as fast as I can. Thanks for waiting for me at the finish line hehe. high difficulty level for me and a great challenge. Also thanks for the driving tipps ! ;-) Edited June 24, 2015 by MrBump360 3 Quote Link to comment Share on other sites More sharing options...
ScottyB 2,086 Posted June 24, 2015 Share Posted June 24, 2015 The props all look good and the CP has been moved in the right direction, but it's a little to far now. The Chevrons point into the building so it looks a lot sharper than it actually is. If you pull the second CP closer to the corner it will fix it. What may be off putting at first when you're creating it is that the CPs are too close to each other, which they will be. You will barely be able to see the second CP, but that's ok (as long as you don't miss it ). Try to place the second CP so that the first CP will point in the direction your car should be exiting the corner. As it is now, you will run straight into the building. Quote Link to comment Share on other sites More sharing options...
adsyfindlay 412 Posted June 24, 2015 Author Share Posted June 24, 2015 great fun this track! Findlay was kind enough to show me around it last night. He drove in first gear and I drove as fast as I can. Thanks for waiting for me at the finish line hehe. high difficulty level for me and a great challenge. Also thanks for the driving tipps ! ;-) No worries man thanks for testing The props all look good and the CP has been moved in the right direction, but it's a little to far now. The Chevrons point into the building so it looks a lot sharper than it actually is. If you pull the second CP closer to the corner it will fix it. What may be off putting at first when you're creating it is that the CPs are too close to each other, which they will be. You will barely be able to see the second CP, but that's ok (as long as you don't miss it ). Try to place the second CP so that the first CP will point in the direction your car should be exiting the corner. As it is now, you will run straight into the building. I had to move it that far to get the triple chevron so it's either the chevron or it point in the right direction? I'll move the checkpoint to the exit of the corner, I started off when I was changing it having it there but like I said I couldn't get the triple chevrons haha. I'm going to take another look at the props around that corner as they are dynamic and it gets extremely messy if someone hits them! So I'm going to try and remove them from the first part as I think the Checkpoint should be obvious? May add a couple of arrow barriers just to make sure. Then I'll move the rest way back so they can be seen but hopefully not hit onto the track as they just bounce off everything when you hit them lol (No weight) Quote Link to comment Share on other sites More sharing options...
adsyfindlay 412 Posted June 24, 2015 Author Share Posted June 24, 2015 (edited) Ok updated with the fix I had in mind will edit the checkpoint at the exit of the corner so the respawn cars face the absolute right way but they face near enough the right at the moment. I'll do that when R* sort they're shit in the creator out otherwise I'll have to delete all the CPs from Lifeinvader and start again and I can't face doing that . I'll try and get some randoms in and follow them to see if the fix works but I think it's fixed now Thanks for the feedback guys Edited June 24, 2015 by adsyfindlay Quote Link to comment Share on other sites More sharing options...
ScottyB 2,086 Posted June 25, 2015 Share Posted June 25, 2015 It's not the respawn direction but the direction the chevrons point. There is a line from the centre of the CP that leads to the next one. Basically, that should be your racing line and that's the directions the chevron will point. At the moment it's going through the building. 1 Quote Link to comment Share on other sites More sharing options...
adsyfindlay 412 Posted June 25, 2015 Author Share Posted June 25, 2015 It would involve moving it back to roughly where it was then? maybe three checkpoints? I'll take another look Quote Link to comment Share on other sites More sharing options...
adsyfindlay 412 Posted June 25, 2015 Author Share Posted June 25, 2015 Updated with three checkpoints around the corner I think it works better now at any one time you can see 2 of the checkpoints and the arrows now point properly around the corner will have to edit slightly for respawns but that's it now will be testing through the week to make sure though 1 Quote Link to comment Share on other sites More sharing options...
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