BallisticNG

BallisticNG

Lumenar V
14 Comments
egyFM 5 Feb, 2023 @ 5:16am 
Big fan of the audio integrations in the environment.
Good track overall.
♠Snorl4xxer♠ 8 Dec, 2022 @ 12:05pm 
Makes sense. Maybe reverse tubes will be possible one day though.
Enai Siaion  [author] 8 Dec, 2022 @ 12:00pm 
You need it to make tubes work in the first place. :P
♠Snorl4xxer♠ 8 Dec, 2022 @ 8:05am 
Maybe a floor hugging one could work, but I reckon you probably tried that too.
♠Snorl4xxer♠ 8 Dec, 2022 @ 8:04am 
Ah unfortunate
Enai Siaion  [author] 8 Dec, 2022 @ 4:14am 
I experimented with one, but it doesn't feel very good. You go from everything being fine to flying off the track in 0.1 seconds.
♠Snorl4xxer♠ 7 Dec, 2022 @ 4:00pm 
This is going to sound dumb, but Enai do you have any racing maps that have maglock floors where you're driving on the *outside* of the tube? Like some of the F-Zero GX tracks?
Xterra 31 Oct, 2022 @ 9:20am 
"I need a more scientific classification system."

Best idea I've got is a two-pronged rating out of 5, from "very easy" to "very hard": "How hard is it to learn?" (based on the layout and obstacles on track; basically "how hard is it to just get a clean lap at speed?") and "how hard is it to master?" (based on how difficult it is to optimize laptimes once one has learned the track and how tough it is to keep consistency)

Something like, say, Shiva's Dance's firmly in a 1/5 "very easy" in both. Conversely, something like Annapurna would be a 5/5 "very hard" in both. An example of an "easy layout, hard to master" would be Druidia. You're not gonna have a hard time getting around it, but getting around it *quickly* is another matter because those pipes provide a lot of options. "Hard layout, easy to master" would be something like Pretoria Stadium. Once you've got the trick, that track's a piece of cake.
PascoaStOner 30 Oct, 2022 @ 1:09pm 
Thank you so much for the answer, i was wondering what i did to mess up the tracks, i disabled the option and they are back to normal, now i can finally enjoy them again without the weird stuff happening. :)
Enai Siaion  [author] 30 Oct, 2022 @ 11:06am 
"Also...I'd bump this up to "hard" on the difficulty scale."

Hard tracks would be like Tupu Inca and Sovereign. I considered it, but you can airbrake your way out of this one. This does mean there's a huge gap between average and good players, but average players don't automatically suck eggs like on those tracks.

I need a more scientific classification system.
Enai Siaion  [author] 30 Oct, 2022 @ 10:59am 
"the trees move weirdly, slide on to the track and sometimes even block your vision"

You have affine mapping enabled, a new feature that tries to emulate PS1 vertex jitter. It doesn't do a very good job of it, mainly because the default values are way too high and changing it is a manual config for every mesh.

This means every track made before the option was added will be messed up if affine mapping is enabled, unless I go through and update dozens of tracks to work around a broken feature in the first place. I think I value my time more than that.
Xterra 30 Oct, 2022 @ 8:34am 
This track is...more than a little insane. The turbo reward pad's a nice touch; it can provide a critical edge in a race. Scenery's about the glitziest it's looked in one of Enai's tracks this side of Shanghai Financial, and it doesn't let you forget that the track's set in the US.

The entry into the opening hairpin's structured such that if you go at it straight-on, you land on the wall or get caught by the wuss wagon. Had to take a few laps to get used to it. Ain't the most intuitive; "steer right to go straight" right off the line, basically. Layout's really fast and tight overall.

Also...I'd bump this up to "hard" on the difficulty scale. The track really does not let up at any point, and even the straightest section undulates like all hell (setting you up for that turbo on the ceiling if you play it right). All in all, this IMO is a little too tough for "medium".
TheCardboardSword 29 Oct, 2022 @ 4:15pm 
could be affine mapping man
PascoaStOner 28 Oct, 2022 @ 5:32pm 
Hi there! First just wanna say that ive been enjoying trying out your tracks, ive only started playing the game this year and after finishing the campaign, it was realy cool to find a huge track pack of such high quality tracks, i think you have alot of talent for track design and aesthetics, and i want to thank you for all your work.
Anyways that being said i was wondering if you could help me out with a problem im having with some of the tracks, you see when i played them the first time, some months ago, they played just fine, but now when i tried playing them it seems that in all the tracks that have trees, like sylvatar for example, the trees move weirdly, slide on to the track and sometimes even block your vision, now i dont know if its because i updated to the beta or if its something i changed in the game options or what, but i was hoping you could shed some light on whats happening and how i could fix the issue, if you dont mind.