I've had a different approach to creating with the update, everything is so much more involved now. The main 2 things are the rough draft, which used to just be lobbing the CPs on the road for a route test, and videos, so I can review at leisure and plan. My newest project promises to be the most involved yet, with several video stages, so I thought I'd share them, breaking my usual top secret, super hush hush production policy.
Stage 1 then, the rough draft. Technically, the 1st stage on this one was an hour or so looking at a satellite view of the map and cross referencing with an old vid of Don's race in the same location. Initially, my plan was to link up some of the dirt roads around the reservoir for a new rally X. Plan kind of changed when I got into the creator and found how much track I was gonna use. The night before, I'd run Macks Schwarzwald Circuit and been talking to Kid about full stunt track races. Inspired by Macks beautiful work, (and Kids own unpublished one) I ran with that and decided to finally embark on my own. So, my opening shot is to just roughly slam down a whole load of track so I can at least do the route test. And I mean roughly. Still, this took me about 90min to put down, several tweaks and changes along the way. This then, is the skeleton of the new build.
1st thoughts on reviewing are how the hell am I gonna prop and smooth all this?
On to stage 2. Another 2-3 hours work here, putting down the actual track, starting with the grid and relaying the entire surface, as well as doing some preliminary smoothing along the way to make it nicely drivable. 90% of it was laid using both manual snap and advanced options, the remaining 10% using one or the other.
A couple of major route changes. The 1st few corners I decided to add after watching stage 1 back, track seemed short and low on actual braking points. Hairpin is always an easy way to add a low speed turn and the location for it was an obvious one. Early, flat section was also a really easy place to play about. 2nd route change, after the dam wall, also added a bit more distance but the main reason for it was the difficulty in joining the dirt road from there to the big, banked U at the top. Track needed to rise steeply to clear the road beneath, then level out and drop. Dips are pretty easy to cover, rises are tricky and usually fairly prop heavy. Easiest way I know to go from one level to another, is a banked U turn of some description. So that was that. Handily added another lower speed turn. Another big banked U added towards the end of the lap as well. The sweep through that section into the steep descent was smooth enough to drive when laid with flat track, but it had numerous little bumps between gradually steepening short sections that would've been a massive prop sink or a slightly uncomfortable drive. Was a lot of trial and error through this section. In the end, big bank to the rescue. Even then there was a hell of a lot of jiggling about to get it in the right spot, entry and exit where they needed to be without trees, rocks poking through etc. Still going to be some headscratching when polishing that exit transition, I feel.
Also, description added- Road liable to flood. Looking fwd to running an online test from saved with stormy weather, could be entertaining, tho I don't know how volatile the surface is there. Annoying you can't do it in the creator.
Stage 3 will likely be the final polish on the road surface and essential safety propping.
Addendum. Here's a very short clip showing the turn I decided to reprop with a large bank, rather than deal with the series of bumps. This was actually from the original stage 2 vid but I decided to carry on building for a bit longer and sort this section out.
A brief time in the creator yesterday, so not quite stage 3. A vaguely interesting review vid for me tho, and possibly anyone curious about all the bits of block and track that end up hidden, as I've now smoothed the track to a more or less acceptable level. There's still several areas where you get a small clonk and I'd like to add a bit more track, but they're not disruptive (imo) and will wait till the prop limits of the build are in. If I get a few spare, great, but entertaining the notion of having spare props at the end of a build like this one is plain fancy. So, to finish off my sesh last night, I took it online for the full derp test. Surano + wet + night, should reveal any hidden dangers....
Couple of possibilities as a result. The flooding on the start straight is fine by me and something I did actually want to be an intermittent feature, as long as it only comes with rainy weather. If it is there all the time online, or at least as often as not, then I may raise that section up just a touch. In the creator, it simply doesn't happen like that, but it never rains in there. The tree I hit is a clear hazard and even if it doesn't physically intervene, it can cause camera dip, which I hate. So I'll nudge that bit of track out a bit and do a small rebuild there. Roughly 65 props remaining
Showing my total ignorance here. No way of having curved instead of right angled corners I'm guessing. CP1 comes to mind, there is another. Also is there no way to add a curved (round thing like what AJ does) to inside of hairpin turn to give it an inside edge as opposed to just being "open"?. Looks like a fun track though.
Unfortunately, tight turns are something R* just do not understand. The right turn following the hairpin and the loop right at the end of the lap are almost the tightest you can make with track before you start getting all sorts of ugly intrusions and protuberances. The alternatives are that cross piece, giving you more than a happy amount of rumble on the inside, or the merge section, giving you even more rumble and about half a mile of unnecessary track poking out the other end. in fact, a lot of the curvy turns on there are tighter than R* allow, budging the sections together, rotating and overlapping them as far as is sensible. If you look for the overlaps on the rumble strips, you'll see how far they've been pushed into each other. What a lot of people do is use the big flat blocks and shape their own turn on it with further props. I'm not massively keen on non-road surfaces myself so tend to avoid that where I can. Those slabs are stupidly useful tho.
Rest assured on the hairpin, my good man, I'm a big fan of big round things and have several of the remaining props earmarked for that very purpose. Also need to add some barrier there to prevent people (like my son) thinking hey, I can just skip across to that other bit and I don't have to even bother driving up the end there, where you've put that CP. The track as it is, is as basic as it gets, the 60 odd props I have left are gonna have a HUGE impact. Mostly on the not swimming front. Should probably point out that the CPs are completely arbitrary as well, consider them at stage 0.5.
Stage 3 went a fair bit further than expected, with the smoothing already out of the way, so after another 2 hours or so, we're officially in full-sweat-omg-where's-all-my-props-gone-total-panic mode. There are 19 left. N-n-n-nineteen. Yes, JUST NINETEEN. Hold that figure in your head as you watch this one.
Yes, it's going to be problematical. So hardly any of these newest props are guaranteed to be part of the final build, almost every single one needs to be scrutinised for their necessity or possible streamlining. Literally the second I turned it off, I knew I'd be changing the hairpin a little. All in all, there's a strong chance you'll still be able to find your way to the bottom of the reservoir after completion, but I aim to make that difficult to achieve without exuberant help or extreme thumbstick fail. What almost certainly will stay are the barriers along the highest section, since they are easily the most efficient way to close that in. Without just using pre-barriered track ofc, which I really don't like the height of. Next video will likely be the 1st complete creator test, however, this is the real nitty gritty now, tweaking and tweaking the last 20-30 props into the most useful places, which takes time and possibly more than one vid review.
Time to play spot the difference/how deep should the water be?
Stage 4 is the creator test video and the 1st picture to look at-
The second picture is here, in the published job! It was actually supposed to be a 2nd test video but PSN is buggering me about and won't let me sign in to YT.
I made several changes to the track after reviewing the video, as is usual. One of the changes I did not make, was the height of the grid section, there's a possibility there that you may find yourself in deeper water than intended. Online variables....
The difference between stage 3 and stage 4 is clearly pretty huge. 19 props is not many but those last couple dozen are key. When they start to run out, as I said, everything needs to be reviewed, and such it was. Not a lot was actually changed but there was considerable trial and error, several deletions and, over the course of 2-3 hours, actual dozens of prop placements, saves and tests. Hopefully, it's been worth it but it's not over yet ofc, now it goes online (and I have several points where I'm interested to see what occurs)....
Thanks for following and I hope you like it when you try it
That fecking thing. Cheers for the heads up Don. Both the CPs on the banked turns were ballsed in the 1st online Rum run. Basically, the bottom half of a regular CP is inactive and due to the steepness, you could clip the bottom of them and still not trigger it. They were too steep for a secondary so the solution was the circular ones (good shout Deej). Went in and switched them, then tested online again solo, they were alright. But I went back in and tweaked something else ever so slightly after, while I was there I decided to budge 19 back up the bank a little, obviously making it missable again.... Doh. Catchment area in the creator is HUGE on them.
Btw, I did have a look at sinking the circular CPs. 17 needs stacking to reach the necessary height. Placed barge, place CP on it, deleted barge, CP went with it. Bummer. Knew this happened with stunt props obv, but a bit gutted it now seems to be unavoidable all round.
Was pleased to see no one come a regular cropper on anything else tho, there are a couple bits were I thought people might. Was less great having that random in, lol. The other thing that I felt might need an edit was the water level on the low section. Personally, I'd rather it wasn't so regular but it really is a major edit if I raise that section a touch. Interested to know if people feel it's a genuine pain in the ass.