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14 May 2005, 08:56 (Ref:1300572) | #1 | ||
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Challenge...
I thought off the back of f1freak's last challenge, I'd do one.
The image is here (.gif, 600x1200, 80kb) Basically, you've got a bit of swampy wasteland between two roads, with only minimal access (but this can be improved). You've got to design a track within the grey area, you can cut trees down, but only where you need to so no mass felling. The lakes however would make a nice feature so don't touch them. That's it pretty much. The area is gently undulating terrain, but only with a range of around 2m difference in height, so I suppose you could assume its flat. The highest spot is under the trees. scale is 1 pixel to 1 metre Last edited by pirenzo; 14 May 2005 at 12:39. |
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14 May 2005, 13:04 (Ref:1300686) | #2 | |||
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Quote:
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14 May 2005, 13:27 (Ref:1300705) | #3 | ||
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Well, possibly, but I count more than 3 prior to freak's so I think this is really number 7 or 8!
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14 May 2005, 19:34 (Ref:1300940) | #4 | |
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My first post here though I've been reading a lot.
I create tracks in 3d to use them in computer games, not commercially but in my free time and for whatever game gives me the possibility to add my tracks to it. Now I'm kind of sick of recreating real tracks my interest for now is in fictional tracks. Without a real project at the moment, I want to create a fictional track. So this challenge is as good as any for me to get the basic layout. Here's my first: Blue is parking lots, red are pit buildings, yellow obviously gravel traps and gold are stands. It's about 2.5km, I had GT and/or Touring cars in mind, not really F1. Maybe Motobikes would run fine here too. Turn 1 is a slow but harmonic slow-down after the ~700m front straight, with Turn 2 following quickly after, hopefully allowing for overtaking. I'll probably increase the width here to 17-18m to allow for variations in driving lane through these turns. The pitlane rejoins the track at the exit of Turn 2, where the actual driving line will be on the inside and cars will go to the outside of the track only in emergency. It doesn't rejoin earlier to allow for a long enough pitlane and a clean run for race traffic through the slight kink. Turn 3 should be a relatively fast way to stay away from the property borders. I'm actually wondering whether it might not be too fast, but I didn't want to use any hairpins or chicanes to keep the track flowing. Turn 4 is flat out, and possibly I will remove the gravel trap, don't think it would be of much use there anyway. Turn 5 is the start into the snakier part of the track and decreases the cars speed a bit before they enter Turn 6, which is looooong and if you don't get it right you will drift too wide and miss the braking zone for Turn 7, which is essential to get right in combination with Turns 8 + 9. Especially Turn 9 determines the speed with which you get onto the final straight, as Turn 10 will be flat out or nearly flat out. I'm not happy with the access roads with the main parking lot being in the middle of the track and only being accessible through the one long access road also serving the paddock. I cut down some trees, but planted new ones. The stand outside of Turn 3 is basically a hill, like at Tosa in Imola. No architectural milestone but just nature, as it should be as that is the part of the track going through the trees. I'd appreciate any comments and want to see your track layouts too. |
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14 May 2005, 20:12 (Ref:1300955) | #5 | ||
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Hey Ethone, that looks great, very similar to mine actually (first two corners are almost identical lol). Mine's almost done, but I want to see a few other people try it first
And welcome to ten-tenths (despite it being 8 months since you joined) |
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15 May 2005, 02:00 (Ref:1301039) | #6 | ||
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Here is my track...
http://img104.echo.cx/my.php?image=challenge0kt.png It runs clockwise. The dark patch outside the track is spectator parking. The dark patch inside the circuit is parking for anyone invovled with the race (the officials, the marshalls, the teams and transporters, etc.). I have created to entrances and exits to the spectator parking to reduce bottlenecks. The grey strip next to the pit is the paddock. You can see a road that runs over the track and pits, that is the road that leads to the paddock. The reason for the "roundabout" that leads to the paddock is because a simple right hander would be difficult to manouver for the transporter drivers going from the bridge to flat ground. What do you all think? |
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15 May 2005, 12:28 (Ref:1301404) | #7 | ||
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Here's mine.
Its approximately 3.7km long, or 2.3 miles, as with Ethone's probably more suited to touring cars or motorbikes, given the length of the track but also the style. Sportscars are a possibility, the track is pretty wide (14m, 46') so the length should be too much of a worry there. |
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15 May 2005, 19:11 (Ref:1301667) | #8 | ||
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This is supposed to be a test of whether I can make basic tracks with PSP. If you look at the full-size pic, there are a few mistakes I made as far as placing the lines correctly. I may try doing more complex stuff next, but I'm going to practice just basic tracks for now. Anyway, back to the track, I'm thinking it's a bit chicaney and technical, but it looks good to me. |
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23 Apr 2006, 15:35 (Ref:1592845) | #9 | ||
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23 Apr 2006, 19:33 (Ref:1593076) | #10 | ||
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I haven't seen this thread before so with new eyes I'd say that Ethones S/F kink-T1-T2 sequence reminds me of a right handed version of Laguna Seca, even the point where the pitlane and track touch before separating again.
Lustigon...I think your track runs through the top lake...of course you might have had some serious landscaping in mind. I'm having a crack at this one myself now. |
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23 Apr 2006, 20:23 (Ref:1593110) | #11 | ||
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My last corner misses the lake, SBF... but only just.
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What if Ayrton Senna had survived his San Marino Grand Prix accident? Visit my website and read 'The Encounter Down Under: an alternate version of the 1994 Formula One season'. |
23 Apr 2006, 21:12 (Ref:1593151) | #12 | ||
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There's two lakes though mate, one in the top left hand corner.
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24 Apr 2006, 08:12 (Ref:1593491) | #13 | ||
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I know. The gravel trap just misses it.
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24 Apr 2006, 09:36 (Ref:1593597) | #14 | ||
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Ahh so it does, sorry mate - it's just your image is a different size. And at first glance, it looks like you've built right over it.
Thanks for clearing that up |
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24 Apr 2006, 13:19 (Ref:1593762) | #15 | ||
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Well here's my version...
The circuit has a parkland feel and as such there are no grandstands and all parking is outwith the area shown. It runs anti-clockwise so the circuit heads into the wooded area after Turn 1 |
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26 Apr 2006, 17:59 (Ref:1595592) | #16 | ||
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my go
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26 Apr 2006, 18:19 (Ref:1595604) | #17 | ||
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i think I'll do one later.
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