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So after several major redesigns and the evolution of my layout, I believe I've finally hit on something I'd like to make permanent. Here's where I currently stand:
I'm fortunate to have a large basement area to work with, and have the opportunity to spread out a little.
Some comments on driving (which, BTW, is almost all magless). The first R4 kink right after the start line causes a few mis-steps if you're not paying attention, but the sweeping R4 left hander tends to get drivers settled for the twisties. The little R2 right-left combo preceded by the sensors will be a racing line lane change, right now as it's shown it requires some careful negotiating. A quick blast into the decreasing radius R3-R2 left then back to back esses that open up to the hairpin (not a fan of R1s, this is R2 all the way round). Things open up through the outfield.....a couple of R4 turns leading into the fast slider R4 to R3. Left, right swerves keep things settled before a right hander into the back straight and pitlane areas. Finally, my favorite, the tightening radius curve allows some lovely slide to position for a quick blast on the inside leading to the last chicane - the inside lane there is the major tripping point for most drivers.
One thing to note - the faster lane appears to be the right lane (at start-finish line)....my best time magless on newly sanded tires is 13.9 s (Jag XKRS). However, there are opportunities for lane changes to mix things up a bit.....pace cars without auto or random lane changes will end up in the right (fast) lane across the start-finish line, forcing drivers to switch lanes to pass them.
I plan to add more XLCs (and complete the borders!) - possibly one right after the start line (although pace cars on random will tend to cause huge pile ups!), one before the R2 hairpin, one after the R4, and finally one before the last chicane (to allow lane changes from outside to outside).....but will have to wait for some funding first. I did work up a concept with a split lane, but I'm not sure on this one yet (I'd need to fill the middle with material to allow sliding):
The R4s in the split would be cut and used as single lane pieces, just can't do that in Track Power.....
Note the pitlane is still not behaving properly or reliably for all cars....I'm in the process of providing separate power to all lane changers and will likely do the same for the pitlane game. SSDC and PitPro are in future plans.
I do plan to mount on a table at some point (still on the floor now).....and am considering an elevation change between the back straight and the lower left portion - using the twisties to get sharper elevation changes, and the outside lines for straight hill blasts. Some simple scenery is also planned for the future.
Anyway, I'll update this thread as things progress over time. Comments and critique welcome!
Thanks!
Steve

I'm fortunate to have a large basement area to work with, and have the opportunity to spread out a little.
Some comments on driving (which, BTW, is almost all magless). The first R4 kink right after the start line causes a few mis-steps if you're not paying attention, but the sweeping R4 left hander tends to get drivers settled for the twisties. The little R2 right-left combo preceded by the sensors will be a racing line lane change, right now as it's shown it requires some careful negotiating. A quick blast into the decreasing radius R3-R2 left then back to back esses that open up to the hairpin (not a fan of R1s, this is R2 all the way round). Things open up through the outfield.....a couple of R4 turns leading into the fast slider R4 to R3. Left, right swerves keep things settled before a right hander into the back straight and pitlane areas. Finally, my favorite, the tightening radius curve allows some lovely slide to position for a quick blast on the inside leading to the last chicane - the inside lane there is the major tripping point for most drivers.
One thing to note - the faster lane appears to be the right lane (at start-finish line)....my best time magless on newly sanded tires is 13.9 s (Jag XKRS). However, there are opportunities for lane changes to mix things up a bit.....pace cars without auto or random lane changes will end up in the right (fast) lane across the start-finish line, forcing drivers to switch lanes to pass them.
I plan to add more XLCs (and complete the borders!) - possibly one right after the start line (although pace cars on random will tend to cause huge pile ups!), one before the R2 hairpin, one after the R4, and finally one before the last chicane (to allow lane changes from outside to outside).....but will have to wait for some funding first. I did work up a concept with a split lane, but I'm not sure on this one yet (I'd need to fill the middle with material to allow sliding):

The R4s in the split would be cut and used as single lane pieces, just can't do that in Track Power.....
Note the pitlane is still not behaving properly or reliably for all cars....I'm in the process of providing separate power to all lane changers and will likely do the same for the pitlane game. SSDC and PitPro are in future plans.
I do plan to mount on a table at some point (still on the floor now).....and am considering an elevation change between the back straight and the lower left portion - using the twisties to get sharper elevation changes, and the outside lines for straight hill blasts. Some simple scenery is also planned for the future.
Anyway, I'll update this thread as things progress over time. Comments and critique welcome!
Thanks!
Steve