Enjoyed all of the circle tracks this week! Too bad people were having all the connection problems. Would've been nice seeing a ridiculous amount of cars looping these ones :D
This is a REALLY cool track! You make some neat tracks, but this one is *awesome*. Seeing everyone constantly looping around, both while driving and while in photo mode is pretty cool, and the simplicity of the concept makes it approachable as well. This is just a really great track all around!
Is this one of those tracks where you could take advantage of the checkpoint calculations and launch yourself to the edge of the finish to get an error final time?
Yup playing this yesterday was my first time on v10, def some muscle memory changes needed to deal with new physics, but the improvements to the frame rate and general feel is amazing. Enjoyed this track, nice job kAN
After entering through the first checkpoint you should have immediately turned right or left. Because you have gone straight you have to go through the same checkpoint twice.
First of all, that strategy has you do 6 turns total, instead of 5 (the first one being a slight turn though). So there has to be a measurable benefit in path length. And no matter how you twist it, you're going up 6 spokes and down 7 spokes (if you count the drop in and drop out as 2 full trips down). @Baer pong It will not. Your 6 turns rotate you by 180° around the equator (not a full 360°). Meaning that you take your last circle in the opposite direction than the neighboring circle you started out on. Meaning that in your last circle you'd come into the first loop going up through that checkpoint that you did first, and then there's 3 checkpoints left to do on it (of which the last one doesn't line you up vertically for the straight drop into the finish). I was thinking about turning _at the top_ after the first 3 checkpoints and then lumping through the 4th checkpoint of that loop. But then you do the last loop you take in the opposite direction to the drop-in loop *and* start it from the top. That means you take its checkpoint furthest from the drop-in ramp first, on your path down, then the other checkpoint on that loop on your way up, immediately after which you can jump to the remaining upper checkpoint on the adjacent drop-in spoke. With this strategy, you'd do a 1/2 spoke down and 1 full spoke up of the first loop, then 4 full loops, and 1 spoke down and 1/2 a spoke up on the last loop, plus that final jump *UP* off the upwards part of the last loop. The problem with that jumped checkpoint is that you're going upwards with enough speed to easily take you through the apex of the atom. I don't know if you can crash into something there that instantaneously cancels your vertical speed or if you have to brake before that jump. But in total your path would consist of 10 full and 2 half spokes but with a fall that starts at zero velocity; as opposed to 11 full and 2 half spokes but with a fall that starts at 140 km/h downwards speed. Both would do 5 turns (if you don't count the turn off for the hoop jump - that you do after you slowed down anyways).
Has anyone asked the Dev about the possibility of making the number of required checkpoints different from the total in the level? Would be cool to have multiple routes, but hard to make that work when you have to grab all checkpoints.
Yep, like if you wanted to make 3 routes with 3 checkpoints each to prevent cheese, you only need 3 to finish. Or if you wanted to make something like a ski slalom course, but kinda freestyle, just a wide plain with 12 checkpoints, but you only need to get 4 of them, then the best time becomes about optimizing which ones to grab or skip.
Trackmania allows linking checkpoints.... that is, you can group checkpoints together, so that the racer only needs to grab one checkpoint from each group. Might be a good addition to Zeepkist, too
@@jaskrolor depending on the layout, sure. After a certain point it becomes a bit un-feasible, and doesn’t leave any way to do something like my second example.
12:30 that is why I think you guys should post your videos even if you're not the main player, but just wait a week or two. You can just leave them raw and unedited as we can use the map makers video for timestamps.
I mean...technically an atom looks absolutely nothing like that, the planetary model is demonstrably wrong, and is only used to help people understand the very basics of atoms. In reality, electrons are probabilistic, and so are better depicted as a "cloud" of possible locations around the nucleus.
I am willing to forgive that inaccuracy, because the track is just so cool. (For context, I usually would enjoy pointing out technical inaccuracies like this way too much to to pass up on the opportunity.)
If the video was filmed on Tuesday then the steam issues make sense. Steam does maintenance on Tuesday but it usually only affects their game servers not all of steam but I think they've been doing work on all their systems.
You're losing a lot of momentum by staying too centered on the track. I think that's how they're setting 53s. Try run on the outside edge, then only go inside when you are changing lanes
Why does Scrap Man always say "Its a pretty cool concept" Like, my dude, its not a concept its a track Kan made. It would be conceptual if you were talking about it while it was being built.
Enjoyed all of the circle tracks this week!
Too bad people were having all the connection problems. Would've been nice seeing a ridiculous amount of cars looping these ones :D
Did you get first in all of them?
Hi Warcans! 🙂
Left or right for you?
kAN 0:49 "It's actually a relatively easy level to do"
Also kAN 1:11 "It is very though to do"
I think an optical illusion track would be a cool theme.
This is a REALLY cool track! You make some neat tracks, but this one is *awesome*. Seeing everyone constantly looping around, both while driving and while in photo mode is pretty cool, and the simplicity of the concept makes it approachable as well. This is just a really great track all around!
Dapper: 1st place.
Warcans: NO!
Is this one of those tracks where you could take advantage of the checkpoint calculations and launch yourself to the edge of the finish to get an error final time?
Yup playing this yesterday was my first time on v10, def some muscle memory changes needed to deal with new physics, but the improvements to the frame rate and general feel is amazing. Enjoyed this track, nice job kAN
?
@@AXbcyz nope, i was wrong, i had forgotten i clocken on kan's vid
@@BOMBO- lol
After entering through the first checkpoint you should have immediately turned right or left. Because you have gone straight you have to go through the same checkpoint twice.
What about the checkpoint at the top of that piece?
@@sky01james28 that will be your last before you drop to the finish
First of all, that strategy has you do 6 turns total, instead of 5 (the first one being a slight turn though). So there has to be a measurable benefit in path length. And no matter how you twist it, you're going up 6 spokes and down 7 spokes (if you count the drop in and drop out as 2 full trips down).
@Baer pong It will not. Your 6 turns rotate you by 180° around the equator (not a full 360°). Meaning that you take your last circle in the opposite direction than the neighboring circle you started out on. Meaning that in your last circle you'd come into the first loop going up through that checkpoint that you did first, and then there's 3 checkpoints left to do on it (of which the last one doesn't line you up vertically for the straight drop into the finish).
I was thinking about turning _at the top_ after the first 3 checkpoints and then lumping through the 4th checkpoint of that loop.
But then you do the last loop you take in the opposite direction to the drop-in loop *and* start it from the top. That means you take its checkpoint furthest from the drop-in ramp first, on your path down, then the other checkpoint on that loop on your way up, immediately after which you can jump to the remaining upper checkpoint on the adjacent drop-in spoke.
With this strategy, you'd do a 1/2 spoke down and 1 full spoke up of the first loop, then 4 full loops, and 1 spoke down and 1/2 a spoke up on the last loop, plus that final jump *UP* off the upwards part of the last loop.
The problem with that jumped checkpoint is that you're going upwards with enough speed to easily take you through the apex of the atom. I don't know if you can crash into something there that instantaneously cancels your vertical speed or if you have to brake before that jump.
But in total your path would consist of 10 full and 2 half spokes but with a fall that starts at zero velocity; as opposed to 11 full and 2 half spokes but with a fall that starts at 140 km/h downwards speed. Both would do 5 turns (if you don't count the turn off for the hoop jump - that you do after you slowed down anyways).
Warcans coming in for the win, again. I love their reactions when he does that.
Has anyone asked the Dev about the possibility of making the number of required checkpoints different from the total in the level? Would be cool to have multiple routes, but hard to make that work when you have to grab all checkpoints.
So having 12 checkpoints on the map but you only need to hit 2 to finish.
Yep, like if you wanted to make 3 routes with 3 checkpoints each to prevent cheese, you only need 3 to finish.
Or if you wanted to make something like a ski slalom course, but kinda freestyle, just a wide plain with 12 checkpoints, but you only need to get 4 of them, then the best time becomes about optimizing which ones to grab or skip.
@@Nevir202 But coundn't you just scal up a long checkpoint?
Trackmania allows linking checkpoints.... that is, you can group checkpoints together, so that the racer only needs to grab one checkpoint from each group. Might be a good addition to Zeepkist, too
@@jaskrolor depending on the layout, sure.
After a certain point it becomes a bit un-feasible, and doesn’t leave any way to do something like my second example.
7:55 >.<
That was the line. You don't have to repeat the first check point.
Thats a model of an atom I have never seen before
This course looks more like the realm launcher in Acceleracers than an atom
Glad I wasn't the only one who thought of that
Warcans is such a beast.
12:30 that is why I think you guys should post your videos even if you're not the main player, but just wait a week or two. You can just leave them raw and unedited as we can use the map makers video for timestamps.
Where is the Dapper cut? We demand it!
So now Dapper is cheezing other people's tracks too?! I'm glad Warcans didn't let him get away with it.
Dapper finds a cheese even when he's not trying.
I mean...technically an atom looks absolutely nothing like that, the planetary model is demonstrably wrong, and is only used to help people understand the very basics of atoms. In reality, electrons are probabilistic, and so are better depicted as a "cloud" of possible locations around the nucleus.
I am willing to forgive that inaccuracy, because the track is just so cool. (For context, I usually would enjoy pointing out technical inaccuracies like this way too much to to pass up on the opportunity.)
The snipe by warcans was gold xD
lol poor dapper xD legit win stolen in the last second!
Thnx for the time stamps keep them going
Scrap Man! We follow the laws of thermodynamics in this house.
adam you say, that beginning, atom
I wonder if you put a slanted roof over the podium, can you redirect all the non-podium vehicles to land in front of the podium and block the winners.
"You might see much disconnect and reconnect it's pretty good stuff!"
How is disconnecting good...
It’s probably faster going right as you’re already headed that way at the point of entry
Do a British theme next week, in honor of her majesty, of course.
Yes
Yes
Yes
Yes
Ye
Dapper finding cheese not even trying. the cheese master.
This would be funny in split screen, because then you have collision
The gates are electrons the track are electron shells and then the fan is the nucleus.
If the video was filmed on Tuesday then the steam issues make sense. Steam does maintenance on Tuesday but it usually only affects their game servers not all of steam but I think they've been doing work on all their systems.
oh wow! That looks so cool
"This reminds me of an atom, like with the electrons going around" (or smth like that)
Warcans did warcans yet again.
You're losing a lot of momentum by staying too centered on the track. I think that's how they're setting 53s. Try run on the outside edge, then only go inside when you are changing lanes
Didn’t realize I was so early… well, Rest In Peace Her Majesty
I saw this when it was out 42 seconds ago 0-0
You should do a fan jump themed track
Oh, nice one!
Sports theme PLEASE
Visualize the elections moving around
Your first time was the exact same time as the publish time lol.
I bought the game solely after watching you and the guys. Is there any way I can play the levels you guys make?
thanks for the chapters kAN
Who's Adam and what does he have to do with nuclear reactors?
Out of curiosity, what do you think about nuclear energy?
This seems easier than most
When did Kosmo change his name from /< to kosmu?
Can you play more railroads online
RO updated a few days ago.
Kosmo sounds so depressed.
12:07: Slight Foreshadowing
im on keybord and i cant figure out how to swich to aswd insted of arrow keys
I would very much enjoy a Jordan b Peterson rant
Imagine having devs that listen to their community.
This comment was made by the minecraft gang.
Heh... kANcept.
Hi kan
Stop finishing yelllow runs it's irksome, otherwise great video.
Why does Scrap Man always say
"Its a pretty cool concept"
Like, my dude, its not a concept its a track Kan made.
It would be conceptual if you were talking about it while it was being built.
Where is kosmo?????????????
1 minute gang
2 minute gang*
4 views pog
you are over steering, it is clearly a problem
Actually, atoms don’t have any particular shape or look 🤓