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Somerset Junkyard Race Track 3 (21 Votes)
Experienced  9.52% - 2 votes
Average  61.9% - 13 votes
Newbie  28.57% - 6 votes
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Somerset Junkyard Race Track 3, Community's track handling poll
*viKKing*
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This is part of a project to add a difficulty level indicator aside tracks description, in order to help new users to figure how difficult is driving on a given track.
It is obvious, it's based on a combination of player's experience, as well as character's driving skill.
When voting, please try to be as neutral as possible, and to recall when you just joined Darkwind!  ;)

Track picture:
http://www.dark-wind.com/images/buildings/building24.jpg
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vet cont zom slay2013 marshal wv

*Posted May 22, 2007, 2:50 pm Last edited Jan 26, 2008, 3:32 pm by *viKKing*
Ringmaster
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The first turn is crazy
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vet

Posted Jun 6, 2007, 11:43 pm
*Diablo Vash*
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Ok this track might look simple but it's not, becuase of the surface change on the corners and with how the 2 corners bend this track can make you lose tires very fast and/or make you go to wide into the wall or hills.

this is a good track for people to learn some braking and how much there tires can take.
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vet raceL1 marshal wv

Posted Jun 7, 2007, 1:07 am
Mr. Sanity
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Or alternately, it will teach you to keep your cool while you drive on the cliff face to victory. ;)
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vet

Posted Jun 7, 2007, 5:47 am
Shark
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To this day I still see vets slam into the wall trying to cut the second corner.
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vet wv

Posted Jun 7, 2007, 3:21 pm
*Toecutter*
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well nobody said we were perfect lol :p
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marshal vet race1 elmsautumn wv

Posted Jun 8, 2007, 2:44 am
Kelaparan
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This track at first glance, seems very simple and straightforward, but the two hairpin turns on this track demand a precise line for maximum turn exit speeds. Complicating, what should be two simple turns is the loss of traction due to surface material and elevation changes during the turn.

Also due to the NPCs loss of control on the approach turn towards the finish line, maintaining a perfect line can be suicide with potential head on collisions of 100mph+ with spinning cars.

The only safe strategy; win the pole, stay in the lead.

Length: Short
Track Difficulty: Above average
Risk: High

Oh yeah, so this is kinda what I think needs to be in the track comments :D But i just had to post about, what is for me, the second most murderous track.
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vet

Posted Jun 8, 2007, 8:31 pm
Groove Champion
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The only way to race this track effectively is to completely ignore the inside barrier. What I mean is that unlike other tracks the 'protective' barrier does not give away the proper racing line to follow in order to quickly navigate the circuit.

The lure of this track's second turn lies in the long downward straight that preceeds it. Players tend to accelerate to very high speeds while doggedly holding the inside line along the barrier. When they arrive at the near-hairpin second turn they are rocketed to the outside and often lose more than their tyres...
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vet combatL1 wv cont0,5,0

Posted Jun 25, 2009, 5:55 am
Jaguar
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Groove Champion said:
The only way to race this track effectively is to completely ignore the inside barrier. What I mean is that unlike other tracks the 'protective' barrier  does not give away the proper racing line to follow in order to quickly navigate the circuit.

The lure of this track's second turn lies in the long downward straight that preceeds it. Players tend to accelerate to very high speeds while doggedly holding the inside line along the barrier. When they arrive at the near-hairpin second turn they are rocketed to the outside and often lose more than their tyres...


Pretty much. As well, the second turn is also slightly wide - making a sharp turn as most do will result in turning too far in and require correction (losing speed and armor to the NPCs or just throwing you too far out). The best line on this track is actually fairly far away from the inside barrier - almost on the outside edge of usable track.

Particularly too, the inside edge of the turns have the most terrain changes - the finish line turn for instance has a very sharp up slope on the last corner where most would try to get close on any other turn. Thus you want to take it slightly wider than normal.
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vet

Posted Jun 25, 2009, 4:11 pm
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