Single lap of me driving Shark C mod car at LFS LA1 Squigglywiggly3.
My original layout was slightly shorter, then I elongated it, which became #2, then slightly changed and extended that, so I've ended up with 3rd iteration.
Couldn't think of a good name for layout, so ended up with Squigglywiggly, which may well be the worst name to come up with.
2.61 miles / 4.20 km long circuit.
Car mod by henricat2006, and chosen as it's a fairly easy car to drive just using keyboard. Shark skin all my own (rubbish) work.
The thing is, that the the layout editor may have originally been thought of for car park time trial events, where you place cones, bales, etc, and people slalom, reverse into areas, etc, but that's not how most people now use them. Especially with the addition of concrete objects. Some of us may make things that are track shaped, but they're very obviously not proper tracks.
There's a world of difference with choosing objects from a select list, and placing these objects on an existing LFS track or on an autocross area, to actually designing a proper race track like Blackwood.
Give me a crayon and a piece of paper, and I can draw you a picture. Just don't expect anything to rival Michelangelo or Turner.
And, at the moment, autocross is for people with S1 license. I imagine if a track editor comes out, it will be at least an S3 license, and no reason why it shouldn't require an S4 license.
As for people asking for more. Yes, that will happen. People are greedy unreasonable optimists, with a sense of entitlement.
Attached image shows sort of objects that I was thinking of.
Imagine it as a single drop down list without the images.
... should any mod that's submitted only be approved if supplied with a skin template? Blank or otherwise.
I spent a lot of time doing a skin for a bus, and then after using this skin for a while, next time I chose same bus, the bus downloaded as a newer version, and my skin was all wrong. One side became roof, and other side was upside down.
The thing about objects is that a driver doesn't join a server and take anything like that with them. They only take sets and skins.
It's down to the host to hold the necessary tracks and layouts on their sever.
I build a layout, then it's really just the track limits.
Layout sans scenery
If I want to show something other than an empty track, I have to make things that look like scenery.
Layout with scenery
What I'm looking for, is (ideally) individual items (trees, bushes, houses, gantries, marshall posts, etc) that you would see on a normal track, or a large background of mountains, tree line, housing, etc, that you see at normal LFS tracks.
Layout with background surrounds
I would imagine (!) that scenery objects or backgrounds that you can just 'plonk' down where you would like, would be much easier to implement than making a full track editor.
There could be a SHIFT U edit tab just with maybe a choice of 20 - 25 defined objects or so.
If these are part of the object allowance (currently 2,400) then that would be fine.
If I want to make something that sort of resembles a tree, I might have to use 40 objects or so to do so.
Using one object that actually looks like a tree would be much better.
So finished the layout I was making in shape of a shark outline.
Wasn't sure about what to call layout - Megalodon? Swim Shady Shark Park?
Then maybe Shack Park (Shack as in how some people [eg Australians] are unable to pronounce the 'r' in shark). Eventually come up with 'Sharky Park'. Unimaginative, or what?
Full lap is 3.85 miles / 6.20 km overall. And 2km long from tip of nose to end of tail.
Car I drove was the "Shark C". A mod by (the prolific) henricat2006.
Single lap of a layout called 'Sharkhead' (for obvious reasons), that I made driving a truck (a recent mod).
Mod by cimanu. Skin by me.
Track is 2.20 miles / 3.54 km in length overall
When I was making the track, I started at the start/finish line at what I was considering as the bottom of the track, and worked right towards turn 1. Wasn't till I got about half way round track, that I flipped the track round to see what it was like, and I noticed resemblance to a shark head.
From there, I then I added a circular section, to make it look like an eye. Last half of track was just sort of couple big turns to get me back in direction of start.
I just wanted to see largest circle I could make on a flat surface just turning long objects 1 click before placing.
For most cars, should be ok for top speed runs.
I don't know if it's just a keyboard issue, but at full throttle on a motorbike mod, I can't get bike to lean more than 10 degrees so can't test top speeds inside the circle track edges
If I go full throttle, then stop trying to accelerate, the lean angle goes to exactly 20 degrees. Then back to 10 when I use throttle again.
Large enough that you should get a fair idea of what speed you can get from any vehicle, although depending on your direction, one of your front tyres is going to take a lot of wear and tear.
Good track if you want to practise your keyboard driving skills, as you constantly have to tap, tap, tap... to turn.
Single lap of a layout I called 'Balatonring', driving a coach (Onibus).
Layout is based on a motor racing circuit that was to be built in Sávoly, Hungary for MotoGP, but was never finished.
The construction of the circuit was started, although only clearing the land in the shape of the track.
Google maps (46.5738549,17.2712415) shows that the the cleared land has now been overgrown, although you can still see rough shape of track and run off areas.
Track length of layout I made is approx. 2.29 miles / 3.68 km overall.
The vehicle I drove (with keyboard) was an Onibus VTR, a mod made by Lucascamp.
My layout is similar in shape to the track shape shown on map, but last sector after large straight (top left turn on image) not quite right as I didn't make turn 6 (end of 2nd long straight) tight enough. Let's call it 'artistic license' rather than a mistake!
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Over the past couple of days, I've made a layout in the Large Area (LA) autox area, which I've called 'La La Land'.
Basically, I copied and plonked down a few of the same corners from a previous layout I made, then cobbled them together. Extended the route between some corners to get parts of the track on the road (from after T4 to 2nd checkpoint). Thought if roads are there, might as well try use them occasionally.
After I thought I'd finished, I still had a fair number of objects left, so I remodelled part of the track by adding a chicane between S1 and S2, where the 2 main roads meet at the roundabout (bottom right of 1st attached image). This corner was originally same radius as previous turn. Which, when both corners were joined, used to be large half circle, before I added straight sections to elongate track by 2km.
As I only drove truck on this layout, didn't have to try balance aero between low drag for long straights, and downforce for all the fiddly turns.
Overall length of track circuit is 3.79 miles / 6,100 meters.