Well, opening up the first October post is a Round-up that reports things that I'm up into and recaps things I have been into. So many happenings happen between the last post and this post. This post will underline yet new features implemented in the future version of Turbo Sliders as well as showcasing a new car of mine while writing something about implementing an all-new physics which doesn't involve an antislide value of 7. Also in this post is the recap of what I've been through in GR competitions I'm joining in. All that and a special bit of paragraphs following these topics. But first thing's first: the non top-down racing game-centered post...
Navigation
Wednesday, October 8, 2014
Tuesday, September 30, 2014
FORMULA E – Motorsport’s Newest Buzz
13th September 2014 – the first race of what is dubbed as
“Motorsport’s first all-electric racing series” began in the streets of
Beijing, China, exactly near the Bird’s Nest Stadium. Thousands of crowd,
on-track and online (yup, you read it right), have finally witnessed the race
they have been waiting for since the first day the series is announced. The
hype intensified as a variety of drivers, from former Formula 1 stars like
Jarno Trulli and Nick Heidfeld, to Le Mans racer Lucas di Grassi, and
next-generation single seater talents like Sam Bird, complete the series’s
line-up.
Welcome to Formula E, world's all-electric single seater racing
series that broke the mainstream in the single seater racing scene. Series CEO Alejandro Agag wanted a different element for the type of open wheel racing;
which he "expects to become the framework for research and development around the electric car, a key element for the future of our cars". Through September 2014 to June 2015, the championship visits 10 cities around the world in three continents with their own famous landmarks; Asia, Americas, and Europe. In this inaugural season, 10 teams of two drivers compete in this unique racing series designed to appeal the new generation of motorsport fans, eventually making motorsport not only enjoyable for all ages but also accessible thanks to its own mobile app that allows fans to see their favorite driver's on-board view which they can rotate the camera freely.
Formula E represents a vision for the future of the motor industry over the coming decades, serving as a framework for Research and Development around the electric vehicle, accelerating general interest in these cars and promoting sustainability. It also centers around three core values of Energy, Environment and Entertainment, fusing it further with a mix of engineering, technology, sport, science, design, music and entertainment to the series.
Despite claims that Formula E is either one of those "boring" series or that all-electric car race are not their cup of tea (probably because of the dark cloud of ZEOD RC's flop in this year's Le Mans 24 Hours race), and even furthered by Niki Lauda's comment of the series being "the worst thing he's ever seen" and Sebastian Vettel's "Cheese" lament, it indeed delivered a close and tight race albeit the speed, evident by the aforementioned race. In fact, the ending delivered a surprise BANG!, you just have to witness it by yourself.
Label:
formula e,
motorsport,
open wheel
Sunday, September 14, 2014
Still Alive, Even Until September Ends
Mind you, my real life has been brutal for the past weeks: college organization works, college life, and even some things that aren't meant to be done as I am unable to manage which stuff I have to work on first that I almost not give an update to this blog unlike past months where I used to post three to four posts a month. Granted, I've got my ammunition back, and the ammunition in question is of course my internet subscription. There have been lots of things for the past thirty days since the last blog post; Team [R]GARAGE being August's Team of the Month in GeneRally World Ranking, my return to MiniRacingOnline, and changes that I'd like to do for both my site and this blog.
Activity is very important, and being inactive is okay as long as you post a blog post explaining what happened that you missed your daily blogging antics or a social media post. Wonder why I said those things? Two words: GeneRally Sequel; for GeneRally 2 unfortunately, its progress is in an utter uncertainty, being less active on the social media and blog post, leaving most of its anticipated fans with question marks and speculations, even its last post explaining what happened to Kimmo, the car designer for the game, post Kickstarter failure didn't help that much, and not even its Twitter is update either. It is sad to see your highly-anticipated sequel of your favorite game lost its lights to keep its fans feel the hype, and hopefully they learn these mistakes to make its fans always certain on its progress.
Having my internet renewed and knowing that this is September, I don't think this blog needs Evan Rachel Wood where she'd wake me up when September ends. I'm standing on my own!
Activity is very important, and being inactive is okay as long as you post a blog post explaining what happened that you missed your daily blogging antics or a social media post. Wonder why I said those things? Two words: GeneRally Sequel; for GeneRally 2 unfortunately, its progress is in an utter uncertainty, being less active on the social media and blog post, leaving most of its anticipated fans with question marks and speculations, even its last post explaining what happened to Kimmo, the car designer for the game, post Kickstarter failure didn't help that much, and not even its Twitter is update either. It is sad to see your highly-anticipated sequel of your favorite game lost its lights to keep its fans feel the hype, and hopefully they learn these mistakes to make its fans always certain on its progress.
Having my internet renewed and knowing that this is September, I don't think this blog needs Evan Rachel Wood where she'd wake me up when September ends. I'm standing on my own!
Wednesday, August 13, 2014
FAST FORWARD: 4000 - Number of the Future
The upcoming Turbo Sliders version will now have a maximum track size of track width, which is double the normal. Even though that it is already employed in the current version (although it requires a working mod to play and edit 4000x4000 tracks), driving 4000x4000 tracks will have its own charm. Expect a working version of Nurburgring Nordschleife in TS or an ability to drive Circuit de la Sarthe (from GT3 Endurance Series mod) with default cars in a distant future as the new version is released. It's not just the 4000x4000 track size limit that's highlighted in the game's future release; don't forget that it will also have tire wear, drafting, and now a color change option which can change the red color's status in each car with a player's defined color or not, which is useful because some cars are not meant to have their red colors changeable, like GT3ES and SCARTS cars for example. Last but not least, cars with 360 rotation will now be usable in the game, allowing cars with more "dynamic" lighting to be playable.
Mind you, this post tells the "joy" of making 4000x4000 tracks. Let this post be a "sneak peek" for you to make your own 4000x4000 track(s) whenever the new Turbo Sliders version is out.
Back then when default tiles were used, making default car tracks requires quite a time, especially if they're 2000x2000 in size. Even if it's a 640x400 track, you need to make sure that each width in each section and even each turn has consistent track width. At that time when I was making earlier tracks (in my RendyTUNED years, starting from Arashi), I somehow couldn't able to do such thing; some sections have inconsistent track widths which can make or break your pair of eyes. However, these tracks are a delight to drive, and puts the legacy in the game itself.
Everything has changed when Photoshop tracks started, with its trend ever growing for years since its first inception and eventually become the majorly-used track types in online racing; F1 servers are the most evident subjects for such type of tracks. Easier, quicker process and more detailed workaround are the main reasons why these tracks quickly stand out from default tracks. From some of Jazzyclub's real-world touring car race tracks, to Keppana's simplistic F1 race tracks, and the more modern, contemporary and innovative TSE tracks, utilizing bigger sizes to ensure a full F1 experience on Turbo Sliders. Despite that, it seems that everyone creates Photoshop tracks and no new normal tracks are being made, so to speak.
With the inception of 4000x4000 track size limit, the work is doubled, unless anyone ever wants to make a very big version of Trooper Speedway using normal tiles and the size of 4000x4000, it would take a long time to work on the track and of course requires great amount of patience. For the record, Trooper Speedway is a track created by Mouse known for its long length, and is used in GPOR Antislider competitions, with three tracks within the series. Due to length, Trooper Speedway is christened as the Nurburgring Nordschleife of Turbo Sliders. Unless there's a normal track that can contend Trooper Speedway, trackmaking using normal tiles is anything but alive.
On the other hand, it opens new possibilities to create even bigger tracks that can't be made with 2000x2000 limit, like the Shuto Circular Expressway track above, which consists of C1, New Belt Line, and Yaesu. I've worked this track since 2012, but in that year I just made up the layout based on the satellite map, and I didn't include Yaesu back then. The track's map is then reworked again this year after I haven't touch this track for almost two years using memories of the junctions and such thanks to me being a Wangan Midnight Maximum Tune player, adding details, junction details, and Yaesu. Take note that it is not the accurate replication of the Shutokou line, but at least I could port what can be considered as the house of the now-defunct MidNight Club. If I were to work the Shutokou with 2000x2000 limit, then the track width would be 30, which is not enough because that would only fit two cars, assuming that one Turbo Sliders car is sixteen pixels wide, unless you're making a Mount Haruna pass or a Rallye Monte Carlo stage for that matter, and that doesn't include the junctions, which have smaller pixel sizes.
Shuto Circular is just a part of my project; still in WMMT context, if this track is finished, I would continue making Wangan line, Minato Mirai, Fukuoka Expressway, Hanshin Expressway, and even Nagoya Speed Ring. The last two names are actually tracks that can even be worked in 2000x2000, so does Minato Mirai. For Wangan line, the thing that matters most is to fit both Wangan line and Yokohane line with 64-pixel road width within 4000x4000 track limit, and for Fukuoka, it's just the separator that matters me. For non-Wangan tracks, I could go for either Circuit de la Sarthe, Nurburgring Nordschleife, or even the Isle of Man track (a.k.a Snaefell Mountain Course). Although Endurance Series mod has got this circuit even before this new version is being worked, I'm not a fan of diagonal starts. I'd like to keep it "straight"...
Also with the bigger limit, it is possible to make bigger rally stages. With this, we could say goodbye to rally stages that use small track width in order to fit that one car that had to have half of the normal size sadly in favor of long stage length, enhancing the rallying experience even further. There apparently is a Rally server that consists of select stages of various environment and you can check out how good you are in those stages because the server will record your fastest time everytime you complete a stage and will eventually calculate your total time if you drive all the tracks in the server. If you'd like some rally section, download Turbo Sliders and search for "Rally server", but not before you download power79's rally tiles first (link above) and try for some runs to flesh out your lines. I remember that I would like to make Rally New Zealand pack, but my indecisiveness of what kind of texture I have to use detered me in putting even one stage in works. I guess I should work on tarmac rallies like Tour de Corse for example, or even Monte Carlo (sans snowy parts on track). I could try slapping some touge tracks and put it into one "Japanese Touge Tour" rally, but that means I had to implement staggered starts on start/finish parts of courses, and this might lose the exact touge feeling, but since it's only implemented on start/finish sections, it doesn't matter anyway.
Even though that this post points out the 4000x4000 track limit feature, the topic isn't limited to that. Turbo Sliders is now in a continuous phase of development, refinements, and additions as long as the game's creator, Ande, is active. Tire Wear and Drafting are self-explanatory, so I guess I'm going to point out the other new features.
Let's start with things that WILL also work in the new TS version aside from the tire wear and drafting, beginning with car rotations. In previous versions, a car can have 64 images to emulate its rotation, which can be found on all default cars you drive. That limit will change as the new version will slate 360 rotation images, which can increase the "realism" of the car. To demonstrate this rotation, below are two images: the left side is a 64-rotation GIF and the right side is the 360-rotation one. You can obviously tell the difference by looking at how realistic the rotation is.
Aside this, there's the "changecolor" feature that can be implemented on custom cars. Here's a short description of it:
Unfortunately, this thing faces a trouble of its own: stripes and gradients won't work when using this color. I've tested on one of my WIP cars and it's revealed that the green color does change, but without the stripes and gradients. The above image shows the should-be colors on the left side and the green color's result on the right side. Even though that this is far from perfect, it has done its job to simply change the green color. In case of putting a custom-colored car whose colors contain red and you don't want to change the red pixels, slapping it with a green windshield color plus using the changecolor parameter could work.
Another new feature is the free camera ability when being disabled by Pro Rules, watching race recordings or when spectating an online race. Simply activate it by pressing Player 2's fire key (Left Shift by default) and the control keys of the mentioned player can be used to toggle the free camera. You can also go back to change the camera's focus to the player once again by pressing the same key. Also when watching a race recording, Shift+Left rewinds the record by 20 seconds, and it can take up a long time if the recording is very long. And if you are tired by how painful it is to press up and down to focus to your favorite player in the recording, next and previous focused cars are now determined by latest race positions, so in case there's a race between A, B, C and D and the race positions go C-A-D-B, next and previous focused cars will all be based on the positions per lap and not the player order.
Finally, other fixes in the future version are following:
Hopefully with the new version coming out, Turbo Sliders will have more interest than it currently has. Also stay tuned to this blog for updates on Turbo Sliders add-ons as well as other games.
~[R]
Mind you, this post tells the "joy" of making 4000x4000 tracks. Let this post be a "sneak peek" for you to make your own 4000x4000 track(s) whenever the new Turbo Sliders version is out.
DOUBLE THE LIMIT, DOUBLE THE WORK
Back then when default tiles were used, making default car tracks requires quite a time, especially if they're 2000x2000 in size. Even if it's a 640x400 track, you need to make sure that each width in each section and even each turn has consistent track width. At that time when I was making earlier tracks (in my RendyTUNED years, starting from Arashi), I somehow couldn't able to do such thing; some sections have inconsistent track widths which can make or break your pair of eyes. However, these tracks are a delight to drive, and puts the legacy in the game itself.
Everything has changed when Photoshop tracks started, with its trend ever growing for years since its first inception and eventually become the majorly-used track types in online racing; F1 servers are the most evident subjects for such type of tracks. Easier, quicker process and more detailed workaround are the main reasons why these tracks quickly stand out from default tracks. From some of Jazzyclub's real-world touring car race tracks, to Keppana's simplistic F1 race tracks, and the more modern, contemporary and innovative TSE tracks, utilizing bigger sizes to ensure a full F1 experience on Turbo Sliders. Despite that, it seems that everyone creates Photoshop tracks and no new normal tracks are being made, so to speak.
With the inception of 4000x4000 track size limit, the work is doubled, unless anyone ever wants to make a very big version of Trooper Speedway using normal tiles and the size of 4000x4000, it would take a long time to work on the track and of course requires great amount of patience. For the record, Trooper Speedway is a track created by Mouse known for its long length, and is used in GPOR Antislider competitions, with three tracks within the series. Due to length, Trooper Speedway is christened as the Nurburgring Nordschleife of Turbo Sliders. Unless there's a normal track that can contend Trooper Speedway, trackmaking using normal tiles is anything but alive.
MY TAKE ON 4000x4000 TRACKS
![]() |
| Tell me if it looks familiar to you. |
On the other hand, it opens new possibilities to create even bigger tracks that can't be made with 2000x2000 limit, like the Shuto Circular Expressway track above, which consists of C1, New Belt Line, and Yaesu. I've worked this track since 2012, but in that year I just made up the layout based on the satellite map, and I didn't include Yaesu back then. The track's map is then reworked again this year after I haven't touch this track for almost two years using memories of the junctions and such thanks to me being a Wangan Midnight Maximum Tune player, adding details, junction details, and Yaesu. Take note that it is not the accurate replication of the Shutokou line, but at least I could port what can be considered as the house of the now-defunct MidNight Club. If I were to work the Shutokou with 2000x2000 limit, then the track width would be 30, which is not enough because that would only fit two cars, assuming that one Turbo Sliders car is sixteen pixels wide, unless you're making a Mount Haruna pass or a Rallye Monte Carlo stage for that matter, and that doesn't include the junctions, which have smaller pixel sizes.
Shuto Circular is just a part of my project; still in WMMT context, if this track is finished, I would continue making Wangan line, Minato Mirai, Fukuoka Expressway, Hanshin Expressway, and even Nagoya Speed Ring. The last two names are actually tracks that can even be worked in 2000x2000, so does Minato Mirai. For Wangan line, the thing that matters most is to fit both Wangan line and Yokohane line with 64-pixel road width within 4000x4000 track limit, and for Fukuoka, it's just the separator that matters me. For non-Wangan tracks, I could go for either Circuit de la Sarthe, Nurburgring Nordschleife, or even the Isle of Man track (a.k.a Snaefell Mountain Course). Although Endurance Series mod has got this circuit even before this new version is being worked, I'm not a fan of diagonal starts. I'd like to keep it "straight"...
Also with the bigger limit, it is possible to make bigger rally stages. With this, we could say goodbye to rally stages that use small track width in order to fit that one car that had to have half of the normal size sadly in favor of long stage length, enhancing the rallying experience even further. There apparently is a Rally server that consists of select stages of various environment and you can check out how good you are in those stages because the server will record your fastest time everytime you complete a stage and will eventually calculate your total time if you drive all the tracks in the server. If you'd like some rally section, download Turbo Sliders and search for "Rally server", but not before you download power79's rally tiles first (link above) and try for some runs to flesh out your lines. I remember that I would like to make Rally New Zealand pack, but my indecisiveness of what kind of texture I have to use detered me in putting even one stage in works. I guess I should work on tarmac rallies like Tour de Corse for example, or even Monte Carlo (sans snowy parts on track). I could try slapping some touge tracks and put it into one "Japanese Touge Tour" rally, but that means I had to implement staggered starts on start/finish parts of courses, and this might lose the exact touge feeling, but since it's only implemented on start/finish sections, it doesn't matter anyway.
MORE UPCOMING THINGS AND FEATURES AHEAD
Even though that this post points out the 4000x4000 track limit feature, the topic isn't limited to that. Turbo Sliders is now in a continuous phase of development, refinements, and additions as long as the game's creator, Ande, is active. Tire Wear and Drafting are self-explanatory, so I guess I'm going to point out the other new features.
Let's start with things that WILL also work in the new TS version aside from the tire wear and drafting, beginning with car rotations. In previous versions, a car can have 64 images to emulate its rotation, which can be found on all default cars you drive. That limit will change as the new version will slate 360 rotation images, which can increase the "realism" of the car. To demonstrate this rotation, below are two images: the left side is a 64-rotation GIF and the right side is the 360-rotation one. You can obviously tell the difference by looking at how realistic the rotation is.
Aside this, there's the "changecolor" feature that can be implemented on custom cars. Here's a short description of it:
"Changingcolor can be used to alter which color is changed for different players. By default, the value is 1, which means red pixels are converted to player colors. If the value is 0, nothing is changed. If the value is 2, green pixels are changed."
![]() |
| Sometimes there are things that can't fulfill its expectations. |
Unfortunately, this thing faces a trouble of its own: stripes and gradients won't work when using this color. I've tested on one of my WIP cars and it's revealed that the green color does change, but without the stripes and gradients. The above image shows the should-be colors on the left side and the green color's result on the right side. Even though that this is far from perfect, it has done its job to simply change the green color. In case of putting a custom-colored car whose colors contain red and you don't want to change the red pixels, slapping it with a green windshield color plus using the changecolor parameter could work.
Another new feature is the free camera ability when being disabled by Pro Rules, watching race recordings or when spectating an online race. Simply activate it by pressing Player 2's fire key (Left Shift by default) and the control keys of the mentioned player can be used to toggle the free camera. You can also go back to change the camera's focus to the player once again by pressing the same key. Also when watching a race recording, Shift+Left rewinds the record by 20 seconds, and it can take up a long time if the recording is very long. And if you are tired by how painful it is to press up and down to focus to your favorite player in the recording, next and previous focused cars are now determined by latest race positions, so in case there's a race between A, B, C and D and the race positions go C-A-D-B, next and previous focused cars will all be based on the positions per lap and not the player order.
Finally, other fixes in the future version are following:
- New track record format and directory, old records not valid any more
- Fixed limit speed being less if accelerating compared to when decelerating
- Added AutomaticFullRepairTime (set to get damage fixed automatically)
- Lap record messages not given if no times before
- Fixed some erroneous lap record messages in special situations
- Fixed ghost images not working with certain cars
- Exposed parameter -p <n> allowing n local players and added control support
- Added /sayadminmono <msg>, sends an admin message with a monospaced font
- Fixed /listtracks skipping some tracks in subfolders
- /source now searches for scripts under sources/ directory if not in root
- Added car parameter 'changingcolor', affects car coloring. Set to 2 to change green instead of red, set to 0 to not change anything
- In-game stats show cars in the starting order in the beginning
- Fixed Windows XP support and editor DLL issues introduced in 2.5.0
- Cannot reduce damage when disabled, fixes AutomaticFullRepairTime issues
- Fixed /listtracks showing some tracks two times
- Fixed damage bars and fuel bars sometimes being on top of each other.
Hopefully with the new version coming out, Turbo Sliders will have more interest than it currently has. Also stay tuned to this blog for updates on Turbo Sliders add-ons as well as other games.
~[R]
Label:
turbo sliders,
wips
Saturday, August 9, 2014
FAST FORWARD: Tapio - The one that almost made it
Were this year's Le Mans race recap posted no later than a week, I could talk about this around... well, probably a week after the post, but once again, I had a brutal Software Engineering final project that needed to be finished at that time. Nevertheless, this post is born regardless when actually. The sheer lateness of the previous post sums up why "Fast Forward" is in the title.
This post brings up my recent GeneRally track Tapio, a small race track that crosses the park and the city streets, spelling "technical" to its name. The reason why I post this late is because that as the track was released, it was nominated for Track of the Month, raising its prestige more albeit its simple environment, but failing to get the podium was hard, even if your track finished fourth. Despite of that, the track itself is really good, and the concept is nice.
The reason why I named it Tapio because it just flew on my mind while trying to make up a name for this track, such that it isn't related to either "tapir" or "tapioca" at all. The city, in its GRIF thread, is described as "New York and Los Angeles set to 'liquefy' to make a busy city with a park, recreational buildings, and a beach where everyone can have varied choices of taking their leisure times". In essence, the fact that there are lots of recreational places makes up for how citizens of Tapio City are pretty much relaxed living in this city, unless they want a trip to any recreational places located on a mountain that is or they want to go to their relatives who live far away from the city. The thread also states that Tapio City is also one of the highly sought-after destinations for vacations. For your information, one of the city's biggest malls is located 5 kilometers southward from the track, and it has pretty much anything, even a department store that occasionally holds big discount events, and if a shopping mall isn't your fancy, a beach can be accessed northwards, approximately 10 kilometers from the track.
But where's the "New York" in this city? Yup, this is the downtown Tapio City used for racing, full of New York-inspired buildings and a park that looks like a carbon copy of Central Park. The bottom right building is in fact given a New York building feel. The downtown of the city is heralded as its busiest part of the city, with corporate buildings almost everywhere, alongside stores and stuff. Because of how busy this part is, don't be surprised that there's always traffic jam, even on Mondays. Don't let the "attractions" posted in its GRIF thread fool you, but don't let the fact that it's always congested consume you further; these one-way roads used for racing is actually a solution to this whole enchilada. These changes were made from its initial state after a series of complaints filed to the city's mayor regarding to the roads always being subject to standstill traffic.
No matter how much they hate the city, Tapio City Park is always a refresher for every citizen living there. The park itself has been a long time there and is an irreplaceable landmark of the city, complete with its park roads and greeneries, and don't forget the lake located inside the park.
The track takes parts from the City Park and link it to the two one-way roads with hairpins made out of a turning road and a crossing zone, eventually entering the park once again for "the Snake", the track's own series of tight turns which lives up to its name.
The opening part's 90-degree corner takes you to the park's exit, entering the one-way road portion. Taking this corner requires avoiding the sunk tires planted inside the corner, especially if you're racing with AIs. They would "fly" from that corner and chaos can ensue right away. The course then proceeds to the turning road, which you can pass the New York-styled buildings as you drift the hairpin.
There's a small chicane that utilizes the supposed parking lot of one of the buildings, and it then takes you to the track's second hairpin which is actually the road's crossing zone, and then it takes you yet again to the park entrance, once again a 90-degree turn as opposed to the first turn, this time it's less chaotic than the first turn does. Actually, there is a small crossing zone at the bottom-right part, right below the first hairpin, so technically there are two crossing zones. Yet, the above one leads to a street complex with lots of stores around it, while the small one is... well, a normal crossing zone.
The park section is where the action actually starts, with a series of tight turns dubbed as "The Snake", talk about being true to its name. The Snake consists of four consecutive turns (if you also count the right hander after the entrance) before leading to the final turn. The last two turns of this section has a gravel runoff, which, although I felt that it might be impossible for the cars to be thrown off track while snaking through these last two turns, makes up the circuit feel of the track. Also visible are the straight wall outside the first The Snake turn which was initially to follow the second turn's shape (the straight wall is a suggestion by Mad Dan actually :D ), the walkway inside the third Snake that makes up the "Central Park" feel, and the house that leads to the first gravel run-off. It's projected as a small house made of wood actually, even though that there is only ONE house shape in GeneRally (mind you), and we thought we just leave it as it is; we don't even know whose house it is...
The last section lies after the Snake, which is actually a fast left hander that you can take even without lifting your throttle if you're able to figure out the right exit line from the last Snake turn, and of course the pit stop which only consists of three pit stations. Mind you, the pit stations might look a little too "oblique" as you look at the pit lane and the pit crew, but it's just my awfully-perfectionist eye.
Last but not least, though, is the paddock section. Yup, it's not a raceable section but this one's essential, very essential. Every good track has one, right? The object here is that the paddock has to be filled with a couple of buildings, and the two visible buildings are my work of art... More like "mix and match", but both terms are perfect. The paddock also had problems with the density of "Person" objects, yet I'm able to overcome this one easily. Overall, the paddock is good, although certain things looked "oblique".
During my GeneRally days, my tracks have never tasted a higher place than this track does. I had Frappe Snowland track which unfortunately ended up last in May 2013 ToM election, even with two votes, then there's Cilandak Town Square with no votes in July 2013. Last but not least my newer release Grupard has 2 votes and ended up 16th out of 19 tracks. This time, in April 2014, the track is placed higher than all my tracks combined, I thought this track is my best so far because I had plenty of passion while making this track. Despite that, it finished seventh out of fifteen tracks, sporting eight votes, with six tracks that snatched that month's podium, with Dragon's Rontemey with 12 votes as the victor, Maciej1's Pau-Arnos with 11 votes and a 10-vote 4-way tie with david999's Dusty, Areen's Sepang, AeroWiewiur's Termas de Rio Hondo, and Maciej1's Yahuarcocha. Full results here.
Despite not getting the podium, I've finally had a joy making tracks, and able to execute it right away, unlike most of my WIPs where I had a couple of doubts putting things here and there. But if I were to rework them once again and make all of them published, why not? Trackmaking in GeneRally never sleeps and is always evolving as the time goes.
GRID Hat-trick @ Audru Ring competition marked my first 2014 compo after a long hiatus from All In One Championship S2 due to my Typhus, and that I joined NAGRCA GT Series Management Competition before this even though that not only was I outbid on the drivers, but also short on cash and didn't score a good result (the only best result would be Matias Maldonado reaching the Last Chance Dash in the final round, which should be Round 5 of 10 but shortened due to the host's, puttz's, real-life activities). My run on GRID Hat-trick sadly was full of awful bad lucks, starting from how I forgot to save my game at the Hotlap, how my laptop didn't charge throughout my trying to submit Time Trial session files that it eventually died, and how my pace was slower than my practice races. My teammate ACM, however, did score a better result which should be enough to counter my bad luck. Full results go here.
In the end, I had to suck my bitter pills of bad results, and probably scored a black mark in the history of Team [R]GARAGE, but even every good team can have a black mark too, like the Swedish DoTA 2 team Alliance in this year's The International 4 for instance. Being the champion of last year's the International, the team unfortunately didn't pass the qualifying phase due to series of subpar plays and had to say its second title goodbye, even Natus Vincere (Na'Vi), its Ukrainian rival that fought the Swede team last year and is the first season's champion, is also subject this. I guess I shouldn't vent my bad results online next time... orz
This time, Team [R]GARAGE entered two competitions; GR Formula Cup Season 4 by zgr, and GeneRally Touring Car Challenge Season 3 by Marcinho. In GR Formula Cup Season 4, Team [R]GARAGE plots its open-wheel revenge in the non-login competition after the bad luck that struck the team in the previous open wheel race, which, in return, is actually the GRID Hat-trick race, with the Polish driver Marcinho taking the second seat. The livery I used may look like Hispania Racing Team's livery due to the similarities of the theme colors used. Thankfully, I leave certain parts with 0-4 colors so that each driver's car is different. Performance-wise, I am able to snuggle in for a couple of test laps and races to see how fast I could go, especially with the fact that it's fast yet somehow hard to control, requiring every driver especially me to think more of the perfect racing line while dodging the AIs, plus the perfect pit strategy due to the fact that the fuel settings make the car deplete the fuel faster than how Queen Elsa makes her castle from ice.
GeneRally Touring Car Challenge also marks the team's second Touring car competition venture after GeneRally Touring Car World Cup. Upon the team's entrance, I decided to make the team's new car: [R]GARAGE Pandawa RTC, the touring car racer that looks like Nissan Skyline GT-R V-Spec II Touring Car from Gran Turismo 6. Not only that, I also give RobertRacer99 the teammate's seat for this season, hoping for a good result in the competition's fourth season (if you count Season 0 that is). Here's my car's description as written on the competition's thread:
Semester break is long enough, but it feels like the days are numbered as the new semester approaches, plus I'm unable to manage ALL of my social media and the site plus my game add-ons before the break so hopefully I could manage all of them in style, yet I owe myself skins from variety of racing games (including TMUF and GTR2) and learning some PHP coding so in case [R]GARAGE has to use a new look, it deserves one. In the end, I have to treat everything as if I'm making an application using RAD Programming method.
~[R]
This post brings up my recent GeneRally track Tapio, a small race track that crosses the park and the city streets, spelling "technical" to its name. The reason why I post this late is because that as the track was released, it was nominated for Track of the Month, raising its prestige more albeit its simple environment, but failing to get the podium was hard, even if your track finished fourth. Despite of that, the track itself is really good, and the concept is nice.
TWO CITY STYLES IN ONE
The reason why I named it Tapio because it just flew on my mind while trying to make up a name for this track, such that it isn't related to either "tapir" or "tapioca" at all. The city, in its GRIF thread, is described as "New York and Los Angeles set to 'liquefy' to make a busy city with a park, recreational buildings, and a beach where everyone can have varied choices of taking their leisure times". In essence, the fact that there are lots of recreational places makes up for how citizens of Tapio City are pretty much relaxed living in this city, unless they want a trip to any recreational places located on a mountain that is or they want to go to their relatives who live far away from the city. The thread also states that Tapio City is also one of the highly sought-after destinations for vacations. For your information, one of the city's biggest malls is located 5 kilometers southward from the track, and it has pretty much anything, even a department store that occasionally holds big discount events, and if a shopping mall isn't your fancy, a beach can be accessed northwards, approximately 10 kilometers from the track.
But where's the "New York" in this city? Yup, this is the downtown Tapio City used for racing, full of New York-inspired buildings and a park that looks like a carbon copy of Central Park. The bottom right building is in fact given a New York building feel. The downtown of the city is heralded as its busiest part of the city, with corporate buildings almost everywhere, alongside stores and stuff. Because of how busy this part is, don't be surprised that there's always traffic jam, even on Mondays. Don't let the "attractions" posted in its GRIF thread fool you, but don't let the fact that it's always congested consume you further; these one-way roads used for racing is actually a solution to this whole enchilada. These changes were made from its initial state after a series of complaints filed to the city's mayor regarding to the roads always being subject to standstill traffic.
No matter how much they hate the city, Tapio City Park is always a refresher for every citizen living there. The park itself has been a long time there and is an irreplaceable landmark of the city, complete with its park roads and greeneries, and don't forget the lake located inside the park.
FROM PARK, TO THE STREETS AND BACK
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| "A good mixture of street track and a regular track." -RobertRacer99 |
The track takes parts from the City Park and link it to the two one-way roads with hairpins made out of a turning road and a crossing zone, eventually entering the park once again for "the Snake", the track's own series of tight turns which lives up to its name.
The opening part's 90-degree corner takes you to the park's exit, entering the one-way road portion. Taking this corner requires avoiding the sunk tires planted inside the corner, especially if you're racing with AIs. They would "fly" from that corner and chaos can ensue right away. The course then proceeds to the turning road, which you can pass the New York-styled buildings as you drift the hairpin.
There's a small chicane that utilizes the supposed parking lot of one of the buildings, and it then takes you to the track's second hairpin which is actually the road's crossing zone, and then it takes you yet again to the park entrance, once again a 90-degree turn as opposed to the first turn, this time it's less chaotic than the first turn does. Actually, there is a small crossing zone at the bottom-right part, right below the first hairpin, so technically there are two crossing zones. Yet, the above one leads to a street complex with lots of stores around it, while the small one is... well, a normal crossing zone.
The park section is where the action actually starts, with a series of tight turns dubbed as "The Snake", talk about being true to its name. The Snake consists of four consecutive turns (if you also count the right hander after the entrance) before leading to the final turn. The last two turns of this section has a gravel runoff, which, although I felt that it might be impossible for the cars to be thrown off track while snaking through these last two turns, makes up the circuit feel of the track. Also visible are the straight wall outside the first The Snake turn which was initially to follow the second turn's shape (the straight wall is a suggestion by Mad Dan actually :D ), the walkway inside the third Snake that makes up the "Central Park" feel, and the house that leads to the first gravel run-off. It's projected as a small house made of wood actually, even though that there is only ONE house shape in GeneRally (mind you), and we thought we just leave it as it is; we don't even know whose house it is...
The last section lies after the Snake, which is actually a fast left hander that you can take even without lifting your throttle if you're able to figure out the right exit line from the last Snake turn, and of course the pit stop which only consists of three pit stations. Mind you, the pit stations might look a little too "oblique" as you look at the pit lane and the pit crew, but it's just my awfully-perfectionist eye.
Last but not least, though, is the paddock section. Yup, it's not a raceable section but this one's essential, very essential. Every good track has one, right? The object here is that the paddock has to be filled with a couple of buildings, and the two visible buildings are my work of art... More like "mix and match", but both terms are perfect. The paddock also had problems with the density of "Person" objects, yet I'm able to overcome this one easily. Overall, the paddock is good, although certain things looked "oblique".
BEST GR TRACK OF MINE, YET ALMOST A ToM PODIUM...
During my GeneRally days, my tracks have never tasted a higher place than this track does. I had Frappe Snowland track which unfortunately ended up last in May 2013 ToM election, even with two votes, then there's Cilandak Town Square with no votes in July 2013. Last but not least my newer release Grupard has 2 votes and ended up 16th out of 19 tracks. This time, in April 2014, the track is placed higher than all my tracks combined, I thought this track is my best so far because I had plenty of passion while making this track. Despite that, it finished seventh out of fifteen tracks, sporting eight votes, with six tracks that snatched that month's podium, with Dragon's Rontemey with 12 votes as the victor, Maciej1's Pau-Arnos with 11 votes and a 10-vote 4-way tie with david999's Dusty, Areen's Sepang, AeroWiewiur's Termas de Rio Hondo, and Maciej1's Yahuarcocha. Full results here.
Despite not getting the podium, I've finally had a joy making tracks, and able to execute it right away, unlike most of my WIPs where I had a couple of doubts putting things here and there. But if I were to rework them once again and make all of them published, why not? Trackmaking in GeneRally never sleeps and is always evolving as the time goes.
CURRENT GENERALLY ACTIVITIES
GRID Hat-trick @ Audru Ring competition marked my first 2014 compo after a long hiatus from All In One Championship S2 due to my Typhus, and that I joined NAGRCA GT Series Management Competition before this even though that not only was I outbid on the drivers, but also short on cash and didn't score a good result (the only best result would be Matias Maldonado reaching the Last Chance Dash in the final round, which should be Round 5 of 10 but shortened due to the host's, puttz's, real-life activities). My run on GRID Hat-trick sadly was full of awful bad lucks, starting from how I forgot to save my game at the Hotlap, how my laptop didn't charge throughout my trying to submit Time Trial session files that it eventually died, and how my pace was slower than my practice races. My teammate ACM, however, did score a better result which should be enough to counter my bad luck. Full results go here.
In the end, I had to suck my bitter pills of bad results, and probably scored a black mark in the history of Team [R]GARAGE, but even every good team can have a black mark too, like the Swedish DoTA 2 team Alliance in this year's The International 4 for instance. Being the champion of last year's the International, the team unfortunately didn't pass the qualifying phase due to series of subpar plays and had to say its second title goodbye, even Natus Vincere (Na'Vi), its Ukrainian rival that fought the Swede team last year and is the first season's champion, is also subject this. I guess I shouldn't vent my bad results online next time... orz
This time, Team [R]GARAGE entered two competitions; GR Formula Cup Season 4 by zgr, and GeneRally Touring Car Challenge Season 3 by Marcinho. In GR Formula Cup Season 4, Team [R]GARAGE plots its open-wheel revenge in the non-login competition after the bad luck that struck the team in the previous open wheel race, which, in return, is actually the GRID Hat-trick race, with the Polish driver Marcinho taking the second seat. The livery I used may look like Hispania Racing Team's livery due to the similarities of the theme colors used. Thankfully, I leave certain parts with 0-4 colors so that each driver's car is different. Performance-wise, I am able to snuggle in for a couple of test laps and races to see how fast I could go, especially with the fact that it's fast yet somehow hard to control, requiring every driver especially me to think more of the perfect racing line while dodging the AIs, plus the perfect pit strategy due to the fact that the fuel settings make the car deplete the fuel faster than how Queen Elsa makes her castle from ice.
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| [R]GARAGE Pandawa RTC. RTC in its name stands for "Racing-spec Touring Car" |
GeneRally Touring Car Challenge also marks the team's second Touring car competition venture after GeneRally Touring Car World Cup. Upon the team's entrance, I decided to make the team's new car: [R]GARAGE Pandawa RTC, the touring car racer that looks like Nissan Skyline GT-R V-Spec II Touring Car from Gran Turismo 6. Not only that, I also give RobertRacer99 the teammate's seat for this season, hoping for a good result in the competition's fourth season (if you count Season 0 that is). Here's my car's description as written on the competition's thread:
"After a long hiatus, Team [R]GARAGE returns to the GeneRally racing scene once again, bringing its creation to the play, this time in the world of Touring cars. The team initially planned to use its SST Sports R to the competition but it is far from being eligible, so for the last 40 days (including holiday breaks), the staffs worked on a new touring car that can be competed in GRTCC's third/fourth season. While the team already expanded its ventures to open-wheel races, its closed-wheel business continues here with the arrival of its new touring car racer: Pandawa RTC. The name Pandawa is taken from Mahabharata, a Hindu epic text in which Pandava (the car's originated name) are five acknowledged sons of Pandu, whose names are Yudhisthira, Bhima, Arjuna, Nakula and Sahadeva. The RTC in its name is short for "Racing-spec Touring Car", which is an obvious nod to the car itself and is based on GRTCC regulations, with the car's aesthetics look similar to Nissan Skyline GT-R V-Spec II touring car. A road going version of the Pandawa will be released shortly to comply the regulations."
Semester break is long enough, but it feels like the days are numbered as the new semester approaches, plus I'm unable to manage ALL of my social media and the site plus my game add-ons before the break so hopefully I could manage all of them in style, yet I owe myself skins from variety of racing games (including TMUF and GTR2) and learning some PHP coding so in case [R]GARAGE has to use a new look, it deserves one. In the end, I have to treat everything as if I'm making an application using RAD Programming method.
~[R]
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