Thanks for the words Copey, I appreciate it!
>> I think setting the cp's no collide would be the way to go
Uh-oh. I actually have a lot of banners scattered around the track that give you even less room than the CP's (which I guess you didn't see - more below).
>> most likely (maybe lol) used default on the grass textures
Funnily enough, they're set to Grass. And the sandtraps are set to Sand! lol...
>> setting them to no collide is a concession of sorts to the racers
Part of my inspiration came from another game, V8 Supercars Race Driver, that I recently bought. This is a serious racing game, where obviously you have to stick fairly rigidly to the racing line, and that mindset has probably followed through into this track. Having the CPs as collide/no-collide is a bit of a duff point to me, because you shouldn't be running so far offline to hit them. Plus it'd be possible to cut some corners more if you could afford running through the CPs.
All that said, I do see your point. Maybe what I'll do is set the collision boxes to Complex scenery level. That way you can hit them if you want, but not hit them if you don't want, lol. Either that or I'll move the CP markers out a bit further, or set the outside ones to no-collide, or somethin'. Like I said, I was originally going to ring the track with concrete barriers, but since that's not happening I need other means to 'encourage' players to drive where and how I want them...
>> Billboards
I have MTMG ones on there at the moment, plus Rep Fan's, and the banners (MTMG, Malibu, and a composite one). I plan to repaint two or three billboards to make Expo/MTM2.COM/Rhinoseros adverts, etc. We'll see if I get around to it.
>> I think the tire model should be set to no collide and fitted with object boxes to preclude potential impact
Are you playing on Sparse scenery setting? There should be two tyres there (they're actually SirJames checkpoint models - I put two of them face-to-face to hide the checkpoint text on them), and I found last night that I'd accidentally set them to different scenery levels (I think one was Normal and the other Sparse). Anyhow, there's meant to be a second one to take up the space occupied by the collision box there, so you can actually see it, lol. As for setting up a wall or something to entirely prevent crashing straight into it... hmm, I dunno, I'll see what I can do. But I'm not into babysitting players all the way around the circuit
BTW, the textures are all screwed up in your pic. I've seen it too, I don't know why it happens, but it must be a conflict with some other track(s) - I can only get it if I run a certain one or two tracks before mine (that I know of)... otherwise it's fine.
>> Slight alignment snafu
It's been fixed, I thought it was a mistake with my texture set and wasn't going to bother trying to fix it (it is a first track after all) but it turns out I seemed to have missed putting down a pair of corner textures. It's seamless now.
>> making use of an model of some sort here to preclude racers from exploiting the slight short after cp 6
Also already done, I got ahold of the F1 curbing model and slapped a stack of them on just about every second corner, including that one, lol. Lining them up with the changable terrain was a pain, but they look spendid and do a good job of deterring corner cutting.
Interesting, you think that's the biggest shortcut issue on the track? What about between 5 and 6 (which Wint described above), or cutting the kink after the hairpin (I'm gonna put a big bump there, so enjoy it while you can, heh heh)? Truth be told, I only just finished shifting the CPs around to satisfy Wint's suggestions, and now you've got me thinking to start changing them all again, lol.
So, you'd seriously run races on this? My intent was to make an attractive and viable racetrack alternative to C98, which I hoped people would adopt... I'm gald to hear you like it at this stage...