The_Geo_Stigma: Congrats to this months chosen creators hyjkd and theBees13 . Creators Spotlight playlist jobs are now up if anyone wants to check out the jobs (playlists not yet updated) and I hope to see loads of you later tonight
Jan 14, 2018 13:13:03 GMT
themap21: Guys I couldnt help but notice, that in the creator, when you go through your jobs it says 30 players, but when you go into that job, the max players is changed to 27
Jan 15, 2018 2:34:38 GMT
themap21: Side note, this only appears to affect races
Jan 15, 2018 2:52:50 GMT
redsocks38: can you still vote for the nest hardest stunts ? if yes how ?
Jan 15, 2018 5:32:44 GMT
hanuman01: themap21 It seems to be affecting different creators/races differently. For me if I open a track in creator it changes to 27 players, but it lets me remake the start grid and put it back to 30 players.
Jan 15, 2018 14:25:36 GMT
rzasman: #Cybi39 best of 2017,tonight 8 pm winner gets a $25 value shark card loads of amazing fun jobs
Jan 15, 2018 14:48:26 GMT
ManOfFire: Yeah, it's annoying when you've just fixed and tested your parkour and then notice the number of players has been reduced.
Jan 16, 2018 10:50:30 GMT
austindecker: It's been a great while since I played with the creator so maybe one of you guys can help me. I had a saved race that was never finished. I loaded it up and it said the job had invalid data and needed to be rebuilt but everything was still there.
Jan 17, 2018 17:03:47 GMT
austindecker: So I finished it and when trying to load it up online with my friends it said the same thing and kicked us back to free mode?
Jan 17, 2018 17:04:19 GMT
Tesseractor: You have the start trigger near water maybe, try moving the start trigger well onto dry land or another location to see if it helps,that fixed one of my jobs but it's a guess
Jan 17, 2018 23:06:14 GMT
ManOfFire: Yeah, all triggers at sea level and some random locations make the job invalid and it has to be remade. You edit a copy of the job and have to move the trigger. Best to delete all CPs too.
Jan 17, 2018 23:51:43 GMT
qo8op: PLEASE VOTE FOR NEXT MONTHS CYBI THEME HERE:http://gccc.boards.net/thread/3578/build-ideas-discussion-thread VOTING CLOSES MIDNIGHT MONDAY
Jan 18, 2018 6:49:14 GMT
geenopa: Thats a first; About to lose 3 hrs work because I'm suddenly signed out of PSN. A system update is needed. PS4 will restart if I update. Saving not available. Not as bad as last update though. Update 5.00 forced me to buy a wwhole new PS4.
Jan 18, 2018 11:23:44 GMT
hanuman01: glad I saw this and updated before loading gta... thanks for the warning geenopa!
Jan 18, 2018 19:38:54 GMT
Black and White - my first race in quite a while. Recommend using the default muscle class, improvement suggestions welcome.
Thanks for submitting this, agrajag. This is a very clever track and is very nearly RW-ready, but when Jose and I raced this, there were a couple things that stuck out that we wanted to mention before we run it.
The first thing is at the start - the uphill onto the bridge is jarring, particularly for muscle cars when the race just starts - your car tends to want to slide to the left a bit as it gains speed because of the angle of the ascent. I realize it's at this angle because you are quickly trying to ascend up to the top of the bridge (and avoid the railings that are there). Our suggestion for this is to move the start line back a bit and work on trying to make that ascent less jarring and possibly less severe - as Jose says, "more smooth"
Turn 2 and 3 are brilliant, as is the prop work along the elevated straight - nice bridges. When you come down from the elevation you encounter a large gray building block - perhaps consider continuing the track pieces instead of a block? I know you're battling some nasty poles in this area - just a thought. Turn 4 is smooth and clean, but again we're wondering if this could be done with track.
Between checkpoint 9 and 10 is some white grating which looks great, but could use some smoothing out - the angle is a bit steep and I caught tires on where the grating meets the road on the left. Also, when you leave this area and the highway road resumes, that exit is a bit jarring - again, it's a fight with the stunt road props.
Finally, when you begin your ascent to the road that takes you back into the storm drains, this could use some re-working and re-angling a bit.
So, keep in mind that this is a great race - works well with muscles, looks pretty - and it's clear lots of time and effort went into building it. We'd love to have it in RW, with perhaps a second look at some of the things above. Let us know if you adjust anything.
Re-submissions: Black and White - Start moved back, first hill ascent angle reduced. Added new smooth banking for first turn. - Building blocks changed to track before turn 4. - White grating between CP 9 and 10 re-angled so it's less severe, sunk in more to prevent bricking and added dummy proofing to prevent people flying off here. After this added "counter-banking" so it's easier to control the exit. - Ascent back into drain re-angled and smoothed also.
Thanks for the feedback, certainly happy with it now than I was.