BallisticNG

BallisticNG

30 ratings
Chalybion Run
2
3
2
   
Award
Favorite
Favorited
Unfavorite
Track
Tracks: Night, Short
File Size
Posted
Updated
34.981 MB
28 Jan, 2022 @ 3:57am
28 Sep, 2023 @ 4:27pm
11 Change Notes ( view )

Subscribe to download
Chalybion Run

Description
Situated in what used to be the crossroads of a devastated
Kansas City, this circuit was constructed in New Kansa just
in time for the 2197 season. Chalybion Run carves through a
bustling plaza in the central hub, following a sharp descent
into an emission control center.


As always, please leave comments about stability, so I can
make improvements wherever possible. It would be greatly
appreciated!

This is my second completed track. I have learned a lot more
about particle effects, optimization and populating the
scene. Community feedback from Celeste A.M. helped me gauge
what I'm able to get away with visually, so while the
circuit is considerably shorter, the scene is twice as busy
compared to Celeste. You may experience performance issues
depending on your system specs. In order for me make
stability improvements, give as much information as you can
regarding where and when performance issues are the worst,
especially if the issues you are having are not present
while racing on the internal tracks.

Known issues:

Autopilot does not like the collidable pillars in the open
track section. This is because Autopilot does not adhere to
AI racing lines. Whether or not this could ever be
implemented or not, I have no idea. For the time being, an
autopilot warning signpost was added before entering this
area.

Hunter weapons also do not like these pillars, and should be
avoided here because they will get stuck. Typically, the
missile will stay, and hit a target on the next lap.

You will need to be strategic with those pickups. This was
the primary reason for keeping them in.

Survival mode is accounted for, but isn't at the visual
standard of the internal tracks yet. The next update will
address this.

Credits:

Environment/Sound:
Me

Girl on billboard:
Celeste Krasinski

Billboards with Procedural 3D animation:
Nik Nenov - https://twitter.com/nnnenov

Special thanks:

My wife for putting up with my constant working on this
track, and for offering her voice once again.

Thank you to Nik Nenov for letting me use his Nested Cell
Scaling animation, and for also plugging one of my ships
into the same animation chain.

In memory of my grandfather, Donald Hennessy.

Lastly, I couldn't have done all this without the incredible
support of the BallisticNG community on Discord.
19 Comments
CausticRKS  [author] 27 Mar, 2022 @ 10:08pm 
Appreciate you checking it out Enai, thanks for breathing so much life into this game!
Enai Siaion 23 Mar, 2022 @ 4:12am 
Awesome! :) Looks good, and the layout is enyertaining!
CausticRKS  [author] 14 Mar, 2022 @ 10:53pm 
Oh dude, I'm totally happy to help. Not dragging me down at all. Even my system isn't totally up to snuff. It's honestly a lot to expect right now for everyone to have some crazy RTX build with the situation our world is in. I'm way behind as well with cards being sooo expensive. I'm sure over time I will learn even more about optimization. I appreciate the timely replies to help me replicate these issues. Flushing the tracks cache probably did help, even I have had luck with that. I notice that when I make a lot of drastic changes to a track, if I don't flush it immediately following, I will get hit with a massive dump of frames, which really scares me.

I'd kill to be directly involved with BNG's development, because I'd probably learn a ton. :p
Nelle 14 Mar, 2022 @ 3:48pm 
For now it's working better than when it does worse. Lagging but not disorienting, like when I play other tracks that are heavy. I recently flushed the track cache few days ago, so I want to believe that that helped. Gotta be trying with actual players to be sure though.

Thank you for the continuous support on the performance, and I am sorry that I was dragging you down with my hardware that's not so powerful - I was worried about this so I included framerates of internal tracks in the previous comment. I don't want to be a drag force to your works, so I will stop commenting about this from now on! I appreciate everything you did to try optimizing the track.
CausticRKS  [author] 14 Mar, 2022 @ 3:09pm 
Went ahead and tried it in an empty lobby with those settings. No noticeable loss of frames, but at the end of the day, this may ultimately depend on your hardware. You may also try deleting your Tracks cache, and if that doesn't do it, verifying integrity of game files on Steam.
CausticRKS  [author] 12 Mar, 2022 @ 4:41pm 
I will give it a shot on my new rig and see if it's any different. It's not terribly difficult, but when you have quite a lot of assets to sift through, it's easy to overlook areas that should be more optimized. I also don't fully understand what Unity does and doesn't like. When this stuff happens, it only helps me understand it better though, so I can avoid these problems in the future. I'll look into it again!
Nelle 9 Mar, 2022 @ 1:24am 
Tried it in an empty online lobby with 11 bots, I get around 20~38 FPS.
I tried a couple other tracks to compare. In Basin Reverse (Basin is queued for an optimization at the moment) I get 40~58, In Arrivon XI I get 59~60. I recorded the races wondering if watching it is any of help, but I am not very confident about that.

I doubt performance optimization is anything easy, so I am accepting that at least I can play this track smooth offline.
CausticRKS  [author] 8 Mar, 2022 @ 11:49pm 
Hello again Dinir. I was able to get the track updated with the survival mode models disabled during multiplayer. This SHOULD fix the lag issue. Let me know.
CausticRKS  [author] 4 Mar, 2022 @ 12:17pm 
That's a little concerning. This probably has a lot to do with the fact that the recent Survival Mode update has a lot of models which were not properly set to disable in normal mode.. I will get around to it, and hopefully this will solve the problem. Thanks for the info.
Nelle 3 Mar, 2022 @ 9:44pm 
I tried this track on multiplayer, and wow the whole game lags hard almost the entire track. It was frustrating because it's just few spots that lag subtly in singleplayer, that I could just go on with.