Trackmania Turbo

Trackmania Turbo

DoktorMetal Mar 30, 2016 @ 2:18pm
Rollercoaster Lagoon tips?
Hello, I kind of love/hate the rollercoaster lagoon env. The normal street underground and rollercoaster type blocks are fantastic, but sand and the wood underground are just so unresponsive and confusing. Are there any tips how to drive well on sand of wood? It feels like input is delayed for ~0,5 seconds on those undergrounds when your car starts to get out of control and it virtually makes it impossible to get control of your car back. Overall sensitivity feels a little too high at low to medium speeds for this environment, can I do some finetuning on that for a Controller?

Having a lot of fun with the game regardless of that, just being a little dissappointed when having to drive a track with either sand or wood underground in rollercoaster lagoon.

Cheers.
< >
Showing 1-5 of 5 comments
Charlie Love Mar 30, 2016 @ 2:50pm 
Valley and Lagoon are interesting in that they both have slidy terrain that provide natural drift, but I find need to be handled in completely different ways. In Valley I found pumping the brakes is a good way to deter this drift, but in Lagoon it is mostly unavoidable.

For Lagoon a method I find works reasonably well for sand is to let off the acceleration when you begin to slide only pressing the gas when you're at the end of that drift sometime pumping the gas on and off throughout the turn. Braking can be dangerous during turns as it will initiate a drift on top of your natural sand drift sending wherever you're directing your car way faster.
DoktorMetal Mar 30, 2016 @ 3:03pm 
Originally posted by Crashbanito:
Valley and Lagoon are interesting in that they both have slidy terrain that provide natural drift, but I find need to be handled in completely different ways. In Valley I found pumping the brakes is a good way to deter this drift, but in Lagoon it is mostly unavoidable.

I haven't had any issues with valley so far. I tend to avoid drifting completely in this environment by taking away speed before turns. Only strange thing about Valley to me was the puddles which seem to cockblock fast drivers , but only sometimes and let slow drivers pass unslowed, but not always either .

Lagoon doesn't seem to give one that possibility to just take away speed to avoid drifting because even on straight tracks your car easily begins to wobble out of control once you try to just slightly correct your direction. Since most lagoon tracks are kind of high speed, taking away speed is not really an option either.

Tl:dr i need to git gud on sand and wood.
Last edited by DoktorMetal; Mar 30, 2016 @ 3:03pm
Charlie Love Mar 30, 2016 @ 3:24pm 
I used to think the speed down in Valley puddles was random but it isn't. There seems to be a sweet spot slightly off center where you keep your speed. If you follow behind the gold medal ghost in tracks with puddles he'll often take this route. A good place to see this is at the first puddle in track #15. Watch where the gold ghost hits the water slightly to the left of the white line on the road. If you can hit that spot consistently you can get by with little speed loss.
K dude Mar 30, 2016 @ 4:39pm 
I had major problems with the sand until I set Analog sensitivity to 0.1. The dead zone also needed to be increased, and it's currently also at 0.1. This is with a very old XBOX 360 wired USB controller. Sand still gives me issues but not as much. The lower sensitivity also helps with the roller coaster track.
DoktorMetal Mar 31, 2016 @ 2:11am 
Originally posted by Crashbanito:
I used to think the speed down in Valley puddles was random but it isn't. There seems to be a sweet spot slightly off center where you keep your speed. If you follow behind the gold medal ghost in tracks with puddles he'll often take this route. A good place to see this is at the first puddle in track #15. Watch where the gold ghost hits the water slightly to the left of the white line on the road. If you can hit that spot consistently you can get by with little speed loss.

Yes I noticed that sweet spot already in the PS4 beta i participated in, but wasnt really able to reproduce it on other maps consistently. The puddles just feel like a really weird design choice overall for Nadeo. If there wasnt a sweetspot at all it'd be ok, but to slow some and others not just feels weird. If theres something to be dodged that should at least be clear. Slowing people down before sharp turns with a pond might make sense, but if theres a way to evade the slow, it makes the whole puddle thing just very frustrating.
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Mar 30, 2016 @ 2:18pm
Posts: 5