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#1 | |
Racer
Join Date: Apr 2008
Posts: 114
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My 1st attempt
Ok, so this is my first try at SketchUp. I wanted to make a fast track with some passing opportunities.
The track orientation is meant to be run counter-clockwise. One quick question, how do you guys show elevation changes? I wanted the last half to be downhill (after the long right hand sweeper heading into the kink). Also, any thoughts, comments & suggestions? I had a lot of fun making this and hope to improve as I go along. |
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#2 | |
Veteran
Join Date: Apr 2008
Posts: 922
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The last turn is a physically impossible hairpin,like 30cm radius? traffic jams are a possibility,really you need to fix that.
Otherwise, the rest of the track seems very creative, you exercised a good amount of possibilities, and nowhere I see mistakes. Safety wise ,just take a look at t1 which offers the possibility of a course re-entry coming from the fastest part of the track. |
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__________________
F.I.M. Certified Race Director whowhaa!!! ![]() |
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#3 | |
Racer
Join Date: Apr 2008
Posts: 114
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Wow, I think it's officially harder to edit a track than to make one in the first place...
Anyway, here is my fix for the final turn leading to the front straight. I had a bit of a tough time fixing that, so I left the pit exit alone for now. By the way, thanks for the comments. They really help keep me encouraged enough to keep going after the first day! |
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#4 | |
Racer
Join Date: Apr 2008
Posts: 114
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Here's some more revisions I made this morning. (I didn't realize I couldn't edit my other post after a while)...
Anyway, I tightened up a couple turns & changed one of the sweepers into a double apex left hander. I also cleaned up the look of the sand traps. I'm pretty satisfied with it so far, although I'm sure I could find a couple things to improve on. |
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#5 | ||
Veteran
Join Date: Dec 2007
Posts: 1,909
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Hi,
first of all, welcome to My Tracks!! Seems like the others are kinda busy elswhere, so let me jump in with some comments. Overall i think this one would make a good bike lap. The turns are pleasant - save for that last one Luiggi mentioned but it's been fixed. There's one thing I need to mention: much of the track is divided into short in-between-turns sections. The problem is that they seem to short for real action. Not long enough to accelerate properly after the preceeding turn and the next turn is too slow to go into it fast enough. The result would, I think, be a relatively low average race speed and a race rather shy in the overtaking department. The problem is not a big one, though, cutting some of the corners would eliminate it altogether, since basically it's a very good concept. And teh graphics are really good! As for your other question: there's no "universal" way to represent altitude changes. Some of us do it by coloring the track - red is high, blue is low, green inbetween, for example, others place élittle arrows pointing up, down or horizontally indicating which doirection that particular track section goes. Still others try to make 3D representations to visualize the elevation changes. So far, I'd say, none has proved to be a great way, but, hey, there's always room for improvement, huh? ![]() bio |
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