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The killgrids are infinite, the flat one will kill any vehicle below it, and the sphere one will kill any vehicle outside of it.
The best way to seperate track sections to avoid skipping is with a huge distance and teleporters, build one of the tracks fully enclosed in tunnels or walls, or to just build a fairly straight track.
Generally it's a good idea to plan your killgrids before designing the track. If I want a track to change elevations in such a way that the killgrid won't allow, without using teleporters, I put in something as a ground for the players to land on instead, usually something that they can't easily drive over.
Thank's for the answer. I'll try to design the level more around the kill grid next time.
But I think I found ways to make skipping impossible in my current level now, with normal walls and objects. I also already used a lot of teleporters and space between the sections. The only downside is that most of the time you have to destroy yourself if you fall off, but I think that is acceptable ^^
Even if someone now finds a way to skip a part of the level, I would be very impressed and leave it like that :D
Also, in many cases you don't have to stop people taking unwanted cuts, just make sure the cuts are longer than the track itself.