Multilap races

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Kowalski
Posts: 134
Joined: 05 Apr 2011, 19:18

Multilap races

Post by Kowalski » 23 Aug 2011, 00:31

Wouldn't mind having the reset point before the actual start line in multilap races- so you can build up speed before you cross the start finish.

Would avoid having to go round the entire lap to have another run if you make a mistake in the first few bends.

Also would avoid my car looking like it's spent 24 hours in a destruction derby by the end of the race!

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aXu
Posts: 89
Joined: 18 Aug 2011, 19:34

Re: Multilap races

Post by aXu » 23 Aug 2011, 07:51

There could be a "pre-start" block, which is the actual start point before race start point. Placing this block, however, would be optional. This could work on other style maps, too.

I find it funny when cars are junk after few rounds :D

And for any other who's thinking "what's they talking about", it's about time attack mode. I didn't first understand what you were talking about, since time attack is the only mode where this kind of problem occurs.
My latest TM2 track: FaceBase
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TGYoshi
Posts: 811
Joined: 15 Mar 2011, 16:59

Re: Multilap races

Post by TGYoshi » 23 Aug 2011, 08:01

Isn't this already possible if I understand you correctly?
Build a ML start somewhere, connected to the "road to build speed". Then connect it to the part where your current finish is, in the correct direction etc. of course.
Your finish is now the start/finish thing, and the yellow one is the start position.
=3

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aXu
Posts: 89
Joined: 18 Aug 2011, 19:34

Re: Multilap races

Post by aXu » 23 Aug 2011, 08:17

@TGYoshi: Well, it works only if you have one checkpoint just before the finish, and no others on whole track. So no, it doesn't work except if you design your whole track with this in mind (speed building part should be longer than the whole track anyways, so there's no point either).
My latest TM2 track: FaceBase
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