Terrain Testing/Exploring (Bump/Jump Maps) (OP Updated 10/3/15)

  • Thread starter Quakebass
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New discovery:

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No clue if the anchor cap differs from map to map, but there is one.
 

No clue if the anchor cap differs from map to map, but there is one.

I was making a replica of Mt Akina on Eifel Flat and also hit the anchor limit. That track has 130 corners though so safe to say the limit won't be a problem for most people :lol:
 
I've built another track and it's shared now, it's a bit more mellow, but in my opinion, more fun than the first one. Its less about massive air than it is terrain that seems to be made to destabilize your car. It's unbelievably satisfying to hit a jump and land perfectly on the next crest. Just like my last one, this was the very first variant I exported - I had plenty to go on just from the initial creation. It's purpose was to test track laid along/parallel to the creases in the map; my next one was going to be testing perpendicular layouts, but my iPad started acting up. It's got more manageable bumps this time, and I found them to be especially fun in the two rally cars I tested.

I've been trying for the last few hours to make a post about this, but my iPad isn't letting me take pictures at the moment. For now, download it and make your own judgements. Layout looks like this:

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And with anchor points:

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I've built another track and it's shared now, it's a bit more mellow, but in my opinion, more fun than the first one. It's purpose was to test track laid along/parallel to the creases in the map; my next one was going to be testing perpendicular layouts, but my iPad started acting up. It's got more manageable bumps this time, and I found them to be especially fun in the two rally cars I tested.

I've been trying for the last few hours to make a post about this, but my iPad isn't letting me take pictures at the moment. For now, download it and make your own judgements. Layout looks like this:

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And with anchor points:

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This looks like a hell of a lot of fun! I'm going to try this now with AI since you can actually flip.

Edit: Amazing track, so much fun flying past the ai the stopping then they fly over you.
 
Ok, got my iPad working; the bumpy sections are actually too numerous and long to capture their entirety, so I'm just going to post the highlights:

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As you can see, there's quite a few smooth bumps. When looking at the more aggressive ones, I'm noticing they appear to to crop up more around steeper elevation changes - after I try the perpendicular track, I'm going to try placing some dense anchors on more level ground. This may be the key to mildly unstable/road rally track surfaces.

*Edit - I just realized I left the track map out of these pictures - I'll retake them for the OP update, at least if that's necessary.
 
Breakthroughs have been made!

Thank you @eran0004 and @NFSCARBON1 - your methods achieved results! I'll credit you when I put the more detailed analysis in the OP.

...I really don't have words to describe this:

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...And this is without banking...

Here's the track map:

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I'll get this one shared real quick for anyone interested, and perhaps a banked variant as well.


Haven't see a track as bumpy like that ever on the new gt6 course maker so far looks very interesting to race on with those bumps lol.
 
Potential discovery

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I've made a third track, this time having the path go perpendicular to wrinkles and up/down a mountain. It's seeming like the bumps are more dependent on slopes rather than rough terrain - I wasn't seeing very many differences between the two tracks in terms of bump severity, and both were located on hilly terrain of some sort. So, according to this theory, putting dense anchors on a steep hill should make bigger bumps/jumps, and placing them on more of a flat surface should make more benign terrain. I'll be testing the flatter terrain in my next track.

Pics:

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Also, if you're going for a jump track, it looks like it may function better if you only use a few densely-packed anchors rather than a huge chain of them - otherwise, you just get a path that looks like this:

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...A long line of jagged hills. Maybe that's something you prefer - but if not, just creating a small clump, maybe 2-5 anchors in between a run-up and landing zone may be what you're after.


As a side note for those interested in driving my tracks - This latest one is my favorite over-all layout, my second has my favorite jumps, and my first has the biggest jumps.

*Edit -
Upon further review, I don't think I've seen an AI car roll over while test driving... Which is odd.
 
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This spot in andalucia created a place to park
 

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You guys should check out my Rollercoaster of Death, its literally a rollercoaster of deadly corners and ups and downs. I explored the most mountainous part of Eifel and I ended up with an awesome track.
At the first laps you wont do a single lap without crashing 3 or 4 times hard into the barriers, due to off camber corners, big jumps and blind corners, guaranteed
 
I really love your latest track @Quakebass It's a lot of fun messing around with the AI although they don't go as fast as I'd like still fun.

Weird find I don't think the AI can flip or it might just be that they aren't flooring it like me.
 
Major discovery!

Rough terrain confirmed:

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Just for kicks and giggles, I decided to try putting dense anchors on Eifel Flat, and lo-and-behold, first try, rough terrain! This also confirms that the severity of bumps is directly affected by the hill gradient they're placed on. Steeper the hill = bigger the jump, and vice-versa.

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Again, like my other tracks, this was on the very first export. I want to see how banking affects these smaller bumps, because it's clear that the default banking setting was actively playing a part in this track. I'll update this post in a few minutes with those tests, and upload the track variants with most satisfactory results. There's still a few more things I can try to make the bumps/terrain to behave slightly differently, largely in the placement-of-anchors aspect. I'll do more on Eifel Flat, and likely some in Death Valley.

In my opinion, these bumps felt a little bit like driving the Nurburgring with an extremely stiff car.

***UPDATE***

The tracks should be published, I did a large, medium, and small variant.

Even at minimum banking, bumps were still present. So there is a way to modulate their severity if you're trying to go for realism. The small/soft variant actually feels very Nurburgring-y, it's difficult to get destabilized just from normal driving technique, but you can still see and feel the car bouncing around, and pushing limits can lead to sticky situations:

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The medium variant, as mentioned earlier, feels like driving the Nurburgring in an extra stiff car - things will get hairy if you aren't careful. (Pic at top)

The large variant, as you can see, was very aggressive, and likely has very little practical applications - although, I was testing with a GT3 R8. It may still be manageable with soft or rally tunes:

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In my opinion, as a rule of thumb for banking settings, I'd say race cars are limited to the minimum one or two settings, road cars/road rally would be best suited for the medium settings (mainly two and three, probably only four if you're feeling brave), and maximum is really only useful for chaotic maps, and maybe rally - it may depend on build, however.

I think I'll have time to update the OP tomorrow, but we'll see. At minimum I'll add the confirmation of rough terrain.
 

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Has anybody created normal hills from these methods? I want to have a decently steep hill on a straight (like the old mulsanne straight at Le Mans) It will make a track feel a little more realistic.
 
You guys are crazy! :dopey: in good ofc

Tried these tracks and for me it is undriveable. Hehe, but sometimes even i need something crazy 👍:cheers::bowdown:
 
Has anybody created normal hills from these methods? I want to have a decently steep hill on a straight (like the old mulsanne straight at Le Mans) It will make a track feel a little more realistic.

If you mean a full-sized hill, then no, you have to rely on the terrain map for than.

However, if you use frequent anchor points (not at maximum density), you might be able to encourage the terrain you're looking for. Not entirely sure though, there's still a lot of things that I've still yet to test.
 

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