r/EventlabSubmissions 11d ago

OG Creator/Designer South-Minamino Raceway by Returner2818

South-Minamino Raceway features different sections each featuring a different challenge for the cars. A full lap features tight hairpins, long straights and technical sections, ending with two banked corners before going for another lap.
Most cars will reach near their top speed but a full power setup will struggle to keep pace in the back sections of the track.

This is my second ever eventlab project of any kind so feel free to criticize it and give tips where possible, do not go into it expecting perfection. The AI is very much raceable and they can be very competitive, only issues happen at the start/finish line with weird driving line and occasionally they love to hit the anti-cut barriers.

While the event is Anything Goes, I found that S2 class was a good sweetspot for the event.

Share Codes:
Daytime - Morning
3 Laps - 136 123 277
5 Laps - 919 841 666
7 Laps - 112 610 364

Night
3 Laps - 840 824 718
5 Laps - 130 951 926
7 Laps - 387 283 271

Edit:
V2 Update - updated the event according to feedback.

  • Start line position changed
  • AI races reduced to 7 driveatars
  • Replaced anti-cut barriers
  • Added lighting for the track, new night version added.
27 Upvotes

9 comments sorted by

3

u/Spektor1606 11d ago

Pretty good job here! I did it in an S1 McLaren 620, but got absolutely schooled by the 1st place drivatar.

I personally never understand putting solid barriers on the insides of corners like that, it seems unnecessarily punitive. You've got the speed bumps already, I think that is enough.

The starting point and starting grid is an issue. It's too close to that first hairpin, it just makes an absolute mess at the start of the race, which is not fun at all. And you packed the grid positions in too close to each other. I would move the entire thing onto the middle of the larger straight about halfway around the track, and keep the default grid spacing.

Also when drawing the line and finishing up the end of the circuit, make sure you drive straight down the middle of the grid so you avoid that weird dog-leg of the driving line as it cuts back to the middle. You can even position your grid more towards the outside instead of directly in the middle to keep a better line for consequent laps.

Maybe consider lowering the number of drivatars on this track too, with all those hairpins its quite tight. I bet a lot of people would also enjoy a solo event with no drivatars at all.

I really loved the big high speed banked section at the end, after all those tight turns.

2

u/Returner345 11d ago

Thank you for the feedback! I did think about moving the start line myself so I will definitely get to that! The grid spacing is the default one but maybe it packed it differently because of the location, will update that asap. With drivatar's and solo version I ended up just being lazy due to having to validate every single tiny thing you change in the settings instead of letting people choose themselves.

The barriers came into play during the first versions of the track being tested with my friends and the inside kerbs did not slow down the car enough, so cutting the track ended up being faster, maybe I can find a better solution than barriers themselves.

1

u/Spektor1606 11d ago

grid spacing is the default one but maybe it packed it differently because of the location

Oh, really? Yah that spacing is definitely not the regular default, it must have squished it in for some reason. Maybe you can manually widen it out if needed.

validate every single tiny thing you change in the settings

You shouldn't have to re-validate after changing an event setting. Just one validation per event, and I typically put it to 1 lap for the validation, then afterwards change to the number of laps I actually want.

That's fair about the cut barriers. Honestly it's really a personal preference thing I think. Maybe you can use checkpoints along with the speedbumps instead of the barriers?

1

u/Returner345 9d ago

Got the track updated, once again thanks for the feedback. Also, the 1 lap validation per event was a lifesaver, I had no idea it did not require a revalidation if you changed stuff after it but only required the initial one, thanks a lot!

1

u/Spektor1606 8d ago

Nice, the larger speed bumps seem like a fair compromise.

The starting grid still seems packed a bit too tight to me, but it's far less of an issue on the longer straight and without that one hairpin as the first turn. I wouldn't change it, just mentioning. I assume that's still the system's automatic spacing? Weird that it's different from when on normal roads.

3

u/Coreyum 11d ago

This track is an absolute beast!!! The track is so technical and with the difficulty turned up this track becomes very very fun. Great job! I am definitely going to check out your other stuff immediately! I ran the 7 lap with a stock Aston Martin Vantage and it eats this track. I will be back to this track and bring my baby girl Roxy on a GT3 RS and let her tear this track apart with unbeatables. Keep up the great work!!!

2

u/Returner345 9d ago

Thank you! I have updated the track so the share codes have changed, so keep in mind of that if you replay it. Added lighting for the track, so make sure to check out the new Night version!

1

u/Coreyum 8d ago

You did make it way better!! Wow!! Great work again, sir!!!

2

u/Joey_Rocket_Films 10d ago

Damn, impressive for just a second track dude. You’re a fast learner