And be sure that the cars you are to jump over are set to 'no collide' because the impact boundaries that the game reads are often much larger than the visible part of the models themselves.
For optimum realism when I make a track with models that are intended to be driven over I first set the 'car' to no collide then insert object boxes inside the 'car' or whatever the object is in order to define it's shape because the game only renders the visible shape, impact shapes are rendered as four sided rectangles.
If that sounds confusing then download my
afj track then use traxx to 'view pod file' under the file menu and you'll get a better idea of what i'm talking about. Every single prop model on that track is set to no collide with object boxes inserted to create accurate impact areas.
afj is by no means meant to be a model drag track btw, I don't know what i'm doing when it comes to drags :o)... it was made primarily to test object box features for traxx 1.5.
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sorry to bother people here
No bother at all... questions are what we're here for... and every so often Phin cuts me some slack. :)
good luck with the track project.