30.09.2018

Mx Simulator Enduro Track Ed

Mx Simulator Enduro Track Ed Average ratng: 3,9/5 3797 reviews
Track

The track is a little muddy in spots but it's ok, the main lines are all worn in an ready to be ripped on. Beaumont MX is a nighttime motocross track featuring high speed and low speed sections, small jumps. 26th Edition of Mantova event.

MX Simulator Server Index For combined stats for all official servers.

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Mx Simulator Enduro Track Ed

My first time here, I've had MXS for about 4 days and I'm hooked. I just wanted to say this Sorketorp track is a masterpiece, its like true trail riding. Even though I fall over every 3 seconds at best on the trails I refuse to use the arcade physics. I don't have a good setup for it yet but still having loads of fun.

Each time I play this the enduro tracks I look forward to the onroad bits with all the potholes and stuff, its a bit like the roads near me so it adds to the immersion. Well done and thanks a lot for the hard work! That's one long track. Took me 12:38 to finish a lap. Traction feels much better now than in the first sorketorp enduro, though a little buffer zone to the offtrack would be nice. I was one tire width away from the path and all my speed disappeared along with the traction and any hope of getting back on to the track. 0.5 meters on either side of the ride path with a sorta bad traction would be much better than the current steer-away-from-the-path-for-1cm-and-you're-doomed-to-eternal-damnation-traction.

Visually it's amazing. Two things I don't like though. The tapes/fences on the path's sides do not appear far enough. Every time I see them I'm well on my way blowing straight through the corner and them. Trees blend a bit too well to the terrain.

On two occasions I rode straight into a tree 'cause I honestly couldn't tell it even was there. Other than those little nitpicks, it's a pretty damn great. Shadow wrote:though a little buffer zone to the offtrack would be nice. I was one tire width away from the path and all my speed disappeared along with the traction and any hope of getting back on to the track. 0.5 meters on either side of the ride path with a sorta bad traction would be much better than the current steer-away-from-the-path-for-1cm-and-you're-doomed-to-eternal-damnation-traction. Having a buffer zone is a really good idea. Convert munsell to pantone. The eternal-damnation-roll-resistance is actually a bit lower than in the last release but maybe it's still too much.

Shadow wrote:The tapes/fences on the path's sides do not appear far enough. Every time I see them I'm well on my way blowing straight through the corner and them. Trees blend a bit too well to the terrain.

On two occasions I rode straight into a tree 'cause I honestly couldn't tell it even was there. That's what the direction arrows are there for.

Joking aside, I haven't noticed that with the tape at all. It might be because I know the track all too well or because I run max graphics. It probably doesn't help that they are quite thin to begin with. As for the tree color problem; was that on the dry or wet version?