Enjoyed all of the circle tracks this week! Too bad people were having all the connection problems. Would've been nice seeing a ridiculous amount of cars looping these ones :D
This is a REALLY cool track! You make some neat tracks, but this one is *awesome*. Seeing everyone constantly looping around, both while driving and while in photo mode is pretty cool, and the simplicity of the concept makes it approachable as well. This is just a really great track all around!
Is this one of those tracks where you could take advantage of the checkpoint calculations and launch yourself to the edge of the finish to get an error final time?
I mean...technically an atom looks absolutely nothing like that, the planetary model is demonstrably wrong, and is only used to help people understand the very basics of atoms. In reality, electrons are probabilistic, and so are better depicted as a "cloud" of possible locations around the nucleus.
I am willing to forgive that inaccuracy, because the track is just so cool. (For context, I usually would enjoy pointing out technical inaccuracies like this way too much to to pass up on the opportunity.)
Yup playing this yesterday was my first time on v10, def some muscle memory changes needed to deal with new physics, but the improvements to the frame rate and general feel is amazing. Enjoyed this track, nice job kAN
You're losing a lot of momentum by staying too centered on the track. I think that's how they're setting 53s. Try run on the outside edge, then only go inside when you are changing lanes
After entering through the first checkpoint you should have immediately turned right or left. Because you have gone straight you have to go through the same checkpoint twice.
First of all, that strategy has you do 6 turns total, instead of 5 (the first one being a slight turn though). So there has to be a measurable benefit in path length. And no matter how you twist it, you're going up 6 spokes and down 7 spokes (if you count the drop in and drop out as 2 full trips down). @Baer pong It will not. Your 6 turns rotate you by 180° around the equator (not a full 360°). Meaning that you take your last circle in the opposite direction than the neighboring circle you started out on. Meaning that in your last circle you'd come into the first loop going up through that checkpoint that you did first, and then there's 3 checkpoints left to do on it (of which the last one doesn't line you up vertically for the straight drop into the finish). I was thinking about turning _at the top_ after the first 3 checkpoints and then lumping through the 4th checkpoint of that loop. But then you do the last loop you take in the opposite direction to the drop-in loop *and* start it from the top. That means you take its checkpoint furthest from the drop-in ramp first, on your path down, then the other checkpoint on that loop on your way up, immediately after which you can jump to the remaining upper checkpoint on the adjacent drop-in spoke. With this strategy, you'd do a 1/2 spoke down and 1 full spoke up of the first loop, then 4 full loops, and 1 spoke down and 1/2 a spoke up on the last loop, plus that final jump *UP* off the upwards part of the last loop. The problem with that jumped checkpoint is that you're going upwards with enough speed to easily take you through the apex of the atom. I don't know if you can crash into something there that instantaneously cancels your vertical speed or if you have to brake before that jump. But in total your path would consist of 10 full and 2 half spokes but with a fall that starts at zero velocity; as opposed to 11 full and 2 half spokes but with a fall that starts at 140 km/h downwards speed. Both would do 5 turns (if you don't count the turn off for the hoop jump - that you do after you slowed down anyways).
Has anyone asked the Dev about the possibility of making the number of required checkpoints different from the total in the level? Would be cool to have multiple routes, but hard to make that work when you have to grab all checkpoints.
Yep, like if you wanted to make 3 routes with 3 checkpoints each to prevent cheese, you only need 3 to finish. Or if you wanted to make something like a ski slalom course, but kinda freestyle, just a wide plain with 12 checkpoints, but you only need to get 4 of them, then the best time becomes about optimizing which ones to grab or skip.
Trackmania allows linking checkpoints.... that is, you can group checkpoints together, so that the racer only needs to grab one checkpoint from each group. Might be a good addition to Zeepkist, too
@@jaskrolor depending on the layout, sure. After a certain point it becomes a bit un-feasible, and doesn’t leave any way to do something like my second example.
Why does Scrap Man always say "Its a pretty cool concept" Like, my dude, its not a concept its a track Kan made. It would be conceptual if you were talking about it while it was being built.
If the video was filmed on Tuesday then the steam issues make sense. Steam does maintenance on Tuesday but it usually only affects their game servers not all of steam but I think they've been doing work on all their systems.
12:30 that is why I think you guys should post your videos even if you're not the main player, but just wait a week or two. You can just leave them raw and unedited as we can use the map makers video for timestamps.