=============================================================================== *** TRACK INFORMATION *** =============================================================================== Track name : Small Circuit 2 Filename : sircuit2.zip Track length : 437 meters Date Completed : 8-3-2002 Tools Used : 3D Studio MAX 4.2, Photoshop 6.1, MAKEITGOOD Editor, rvtmod6, rvminis, GrabClipSave, notepad, wordpad Author : Incogbla Email Address : juarez@u.washington.edu Other tracks by author : ROAR 2001 Carpet Nats, Small Circuit 1, Touge Run 1 =============================================================================== * Description * --------------- The stranded cars from SC1 landed on an unknown shore. By then it was nighttime and pitch dark. The rough impact of land broke the casing of the track, and the cars escaped into the new world. There was a flicker of light in the distance, and the newly marooned toys descended upon it. The source of the light turned out to be a minature racetrack, rusted and dingy from abandonment. It was the last project of the unfortunate manager of the ACME project which produced SC1. He had long since disappeared, and the track was the only record of him left in the world. The toy cars seemed drawn to the spirit of the place, and the races began anew, in a world nestled in darkness... Good luck! * Tips/Hints * -------------- -Either side of the fork is identical in distance covered, so choosing the side you feel most comfortable tackling is fine. -There are many ways to go up and down the curved ramps without spinning out. Be creative, depending on your choice of car you may have to play with the brake and throttle, as well as the timing of your turns. Also, the line through the turn is often different from that through a flat turn. Try tracing the outside. -When things get too dark/fast, look at the thick yellow centreline for guidance. -The barriers aren't completely vertical, and are quite deadly when hit. Try to avoid contact, even at the cost of speed. It's a lot quicker than reposition or flipping! -If you get 'stuck' to a barrier (quite common with some cars), then it's often better to just reposition immediately instead of slowly crawling along hoping to get free. -The cones in the upper straight are not in the ideal line, but you can try to knock them into the heavily travelled parts and upset the frontrunners. This is an advantage that exists even if pickups aren't enabled. -The middle yellow strip has different traction properties than the rest of the road surface. -Oh, and do try the replays! * AI * ------ This track is much wider than SC1 in most places. There is a single bottleneck section in the narrow ramps. By now I have understood the futility of tuning the AI to give a consistent challenge to the seasoned human player. They are especially hopeless in the uneven surfaces of the downward spiral and the late sweepers. Despite this, I believe that they are finally competent enough to give you a scare should you make a mistake during a run. Multiplayer should be far more interesting, isn't it always? * Manufacturer's Battle * ------------------------- The second manufacturer's battle should be much closer thanks to a more open track. Once again, I piloted an AMW. (In the standings I am AMW) Note: UZO = Team Humma, TAT = Team AMW, ZEF = Team Cougar, TORK = Team Toyeca Here are the results:(simulation mode, no pickups, 10 laps, no param changes) #1: Humma (UZO) 04:58:914 #2: AMW (TAT) 05:11:868 #3: Probe (UZO) 05:12:660 #4: Chaser (UZO) 05:19:776 #5: GT-S (TORK) 05:25:538 #6: Toyeca (TORK) 05:27:393 #7: Toyota (TORK) 05:40:068 #8: CMW (TAT) 05:49:442 #9: Big Cat (ZEF) 05:55:457 #10:DMV (TAT) 06:17:105 #11:Wazoo (ZEF) 06:30:756 #12:Cougar (ZEF) 06:34:537 UZO once again proved their dominance, and TORK moved past ZEF and TAT to claim runner's-up honors. There are less opportunities for upsets in this open track (as compared to SC1) especially with no pickups. The UZO was deadly in its consistency, with all three of its cars in a compact formation leading the field. The others made mistakes in one area or another and became scattered. Under skilled human guidance, any car in this class can be competitive. I believe that the TAT model is quite stable in most of the inclined turns which can be a major advantage, but it is weakened by slow acceleration. A stable line is essential. * Bugs/Problems * ----------------- -There WAS a problem with the camera getting stuck underneath the car when repositioned after falling off the track. This bug is no more. However, in the rare case it does happen, hit F1 three times and you will be returned to the original view. (This only applies if you use the default view) The brown pictorial sign on the main straight hopefully details this in a clear manner. -Certain cars (user made mostly) get stuck sometimes on the barriers and never reposition themselves. This is a car problem, not the track. Thankfully this occurs rarely. If a certain car has a recurring problem with getting stuck in this fashion, consider using a different .hul for it. -The replay cameras switch oddly quite often. This is most likely due to the track layout, which turns back on itself and thus exposes the car to earlier cameras enough that they turn on, even though it may be a watchpoint and not show the current car at all. However this provides a nice effect oftentimes, because other cars often will zoom by. -There are NO reposition triggers on the track! So if you fall off/think you're going to go overboard, it's up to you to hit reposition as quick as you can. Else you must wait for RV to automatically reposition you which takes a while. But be warned, cars often ride the rail and plop back into the track on their own. -During replays, if a car fall off the track and the screen goes pitch dark, the screen may stay black for the duration of the replay, even though it is clearly continuing (can hear sounds, etc). Try tapping pgup/pgdn repeatedly. If that fails, all you can do is to restart the replay. To avoid possibly a second occurrence you can quickly switch away from the car when it's about to fall off using pgup/pgdn. Sometimes, if you wait during the pitch darkness, the view comes back on if the car falls off again and has to reposition. If you were in the middle of a long replay that might be handy to know. * Installation * ---------------- Unzip sircuit2.zip into the root Re-Volt folder. The appropriate directories will be created automatically. * Copyright/Permissions * ------------------------- This track may only be distributed for FREE, which means it cannot be included in any website that charges a fee for access to the track's download nor can it be placed on a CD which is sold for profit. Plus, all files, including this README, must be intact within the sircuit1.zip archive when it is distributed. Other track authors MAY use this track as a base to create others. However, this README file MUST be retained INTACT in addition to any readme files you may create. The new readme must also state that this track was the base for the new track. All models/textures created from scratch by Incogbla, with the exception of the wobbly cones and strobes. That's Acclaim/Probe's work. * Thanks and credits go to * ---------------------------- Too many to thank, you know who you are. The pioneers who gathered the information that made extreme editing possible Everyone in #revolt-chat Helpful folks on the racerspoint.com boards Authors of RV track utilities People behind rvarchive.com Acclaim/Probe for Re-Volt, quite possibly the finest game ever created. And, of course, yourself for keepin' it real. * Translator Credits * ---------------------- German - The Me & Me Spanish - rst Italian - Gandalf Portuguese - PauloBecker Hungarian - bootes French - Antimorph Finnish - arto Japanese - Yamada Swedish - Ted Borg Chinese - color0 Chinese - Ninjagaiden English - shawn064 (?)