BallisticNG

BallisticNG

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Chalybion Run Reverse
   
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35.309 MB
22 Jul, 2022 @ 4:47am
28 Sep, 2023 @ 4:27pm
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Chalybion Run Reverse

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!

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

Welcome Intercom: Celeste Krasinski

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.
13 Comments
CausticRKS  [author] 9 Oct, 2022 @ 10:29am 
Thanks guys, have another one that will hopefully be done by the end of the month.
Enai Siaion 25 Sep, 2022 @ 8:11am 
Looks awesome and is fun to drive. :)
Yiryi-Sa 15 Sep, 2022 @ 4:09pm 
As someone who loves the ultra neon atmosphere, your tracks are fantastic.
KearonExceeder 7 Aug, 2022 @ 9:06pm 
Your tracks are amazing, can't wait to see more.
Nelle 26 Jul, 2022 @ 5:05pm 
Thank you so much for sharing the knowledge of the track creation process. It means a lot for me to be able to understand better of the process as a player to appreciate tracks properly.
CausticRKS  [author] 26 Jul, 2022 @ 3:22pm 
Dinir, if I'm understanding the problem correctly, then the pit lane issue should be fixed on both tracks now. Thanks again!
CausticRKS  [author] 26 Jul, 2022 @ 12:19pm 
Oh wow I did NOT catch that! I might have to check and make sure I've got the junction/routes set up correctly. It's not a big deal, little stuff like that. If you have to go back in and actually restructure the shape of the track, yes in some instances you will have scenery that will require some reworking, but definitely not impossible. I've got one track where I've had to redo the layout twice. The only time I would see it being a major challenge is when you've got areas like the large open section, where some scenery has to match up with the track, because the spline regenerates topology when you move any nodes around. Still just a little extra labor. Sometimes you just have to move some buildings or assets around, which is super easy.

Also yeah Survival Mode is finished for both tracks, so no worries there. I'll take a look at the pitlane situation later, maybe tonight. Thanks for the heads up. 😎
Nelle 26 Jul, 2022 @ 5:27am 
Beside just the issue, I like how some tight corners all became a fresh experience in this version. I love the sky color too, and trying it on Survival mode was fun.
I think I saw in the description that the track is not yet ready for Survival mode as it needs some updates to meet the quality of internal tracks, so I am waiting for the update! Again thanks for publishing a good custom track.
Nelle 26 Jul, 2022 @ 5:22am 
The janky fluctuating on the placement while going through the pitlane was just a fun silly bug in the forward variation, as it stops when you leave the pitlane.

But this time in the reverse variation it now became a problem, as the start line and the end of the pitlane is closer. I just finished a race I was going in 7th in 3rd due to this and now I felt like reporting it here.

I heard reworking the track layout is near impossible as you have to do all the scenery again for it, so even though it's now a problem I wonder if it's practically fixable.
CausticRKS  [author] 24 Jul, 2022 @ 3:48pm 
I feel like I'd have to visually improve it a great deal to be more in-line with my current work quality. May be a while! I've got at least 3 tracks, ranging from 50-80% done that I'm excited to share.