Possible new tracks (map inside)

I’m on a roll with popular topics, so here we go again :stuck_out_tongue:

FH6 map is quite big and IMO don’t have enough tracks. It also should have few more roads here and there, but that is another topic.

In FH5 we did get few new tracks, so I don’t see why it wouldn’t happen in FH6. Tried to use as few parts of existing tracks as possible. I like longer tracks (5-6mins is good length) and IMO devs shouldn’t be afraid to use it too, but some shorter ones are there too.
Testing done with A class Subaru Impreza 22B.

Here are my suggestions:
blue=road events, orange=dirt events, purple=touge/street events, red=missing road, green=extra info

Road Racing

Nr Length Time Description
1 12,6km 4:10/lap Ito+Seaside, but in reverse. Quite long, but with quick sections. Clockwise direction.
2 7km 2:40/lap Works in both directions, IMO better anticlockwise, but be aware of bridge in top right. Can be shorter (marked with dashed line).
3 5,6km 2:00/lap Fast paced. Felt better anticlokwise.
4 4,7km 1:50/lap Bit more technical than nr3. Felt better clockwise. That corner near water can be problematic in other direction.
5 4,5km 2:00/lap Mid paced. Works better anticlockwise. In other direction braking to that corner in top right can be problematic
6 3,8km 1:30/lap Pretty narrow. Technically works better in the same direction as Festival Chase goes. If you run it backwards: there is small bump before haripin + braking to that corner on right can be problematic.
7 3,8km 1:30/lap Works in either direction. Can have other configurations.
8 3,2km 1:20/lap Anticlockwise, because Norikura Descent uses part of that track in downhill.
9 3,6km (4,0km) 1:30/lap Almost the same time for both versions. Longer version have just higher average speed. Short version felt better in clockwise, longer in anticlockwise.
10 7,5km 2:20/lap Very fast paced, a.k.a. rural Highway Circuit. Works in both directions, I think I liked clockwise a bit more, but anticlockwise makes a bit more sense + two other races uses some of this roads in the clockwise direction.
11 8km 3:00 N → S direction, kind of reversed Tateyama.
12 4,4km 1:40/lap “Must” be run clockwise, because there is elevetion change in north part and braking can be problematic in other direction. Downside: half of the lap uses last part of Tokyo Docks Charge.
13 3,7km 1:20/lap a.k.a. Yuji’s test track :wink:. Fast paced. Should work in both directions
14 6,5km 2:40 IMO workse better in E → W direction. That east-end can be moved furher (past Hokubu circuit), to reach 3mim.

Touge/Street Racing

Number Length Time Description
1 4,4km 2:00 W → E. Going uphill, only because River Descent uses that part in downhill. Starting point can be moved across the river. In theory can be Touge or Street Racing, but River Descent exist, so probably Touge.
2 4,9km 2:10 E → W. Short starting location, so only for Touge. Maybe too many intersections, but felt nice to drive.
3 6,2km 2:10 N → S. Very fast. And I whined so much about “powerbuild” and “too short” tracks in my other thread :rofl:. Since its pace and finishing location only as Street Racing. Not really convinced about current finish line. Maybe would be better with just going straight. Maybe even to Daikoku and finish line at the entrance to parking area.
X Add uphill versions of existing Touge tracks. It was pretty common to run in both directions when I was still participating.

Dirt Racing

Number Length Time Gravel% Description
1 5km 2:00/lap 50-60 Quite long. Can work in both directions. There is bump before hairpin in clockwise direction. At first I was going to use that road near radio towers, but it is just too narrow. Maybe without fences it would work.
2 2,7km 1:10/lap 70-80 Can work in both directions. Slow-mid pace. Have tricky corners in each direction.
3 7km (8km) 2:40 (3:10) 60 (50) Can work in both directions. IMO best was longer W → E, but that last part where you have to turn left is kind of tricky, due to that “tunnel on mountainside” in the last part of Coastline Sprint.
4 4,3km 1:40/lap 50-60 Can work in both directions. Clockwise downside: that line to the hairpin on east is tricky. Anticlockwise downside: big jump in north part, maybe too big for S2 + uses a bit of Legend Island Trail.
5 6,7km 3:00 80-90 Works in both directions.
6 4km 1:20/lap 50-60 IMO works better anticlockwise, due to line to the hairpin in top right corner.
7 5,5km 2:30/lap 40-50 Long. Works in both directions, I prefer it as anticlockwise, so we won’t run part of Haruna Touge in the same direction.
8 3,2km 1:20/lap 70-80 Kind of reversed Nukabira Trail, but circuit, so must be run clockwise. Maybe to easy.
9 3,0km 1:10/lap 40-50 Works in both directions. Felt better anticlockwise. Quite slow and technical.
10 2,7km 1:10/lap 70-80 Works in both directions. Felt better clockwise, it was easier to link corners. Very technical.
11 3,4km 1:20/lap 40-50 Better in clockwise direction.
12 3,9km 1:20/lap 30-40 Very fast. In clockwise direction it is kind of tricky to find braking point before going back on road.
13 7,2km 2:50 40-50 Works in both directions. Maybe to easy.
14 8,0km 3:00 80-90 Works in both directions. Each direction have one tricky jump. If run N → S, starting line can be in that green oval.
15 7,8km 3:00 50-60 Works in both directions. I just really wanted to use that dirt road NE from that red line.

Extra notes

  • “East missing road” - if that U-turn would exist there would be possibiliy to make track around windturbines going clockwise. Without it that track would be just too long and would use too much roads of Ine and Ito tracks.
  • “West missing road” - with that road it would be possible to make circuit in that green oval
  • “more missing roads” - I won’t point where and I know there is a lot of elevation changes, so it ain’t that easy, but more roads = more possibilities :winking_face_with_tongue:
  • “Tokyo tracks” - I’m sure there is some good hidden track, but couldn’t find it. Two most obvious marked with green line. The higher one have just roads so wideeeee, that even for R class that wouldn’t be a challenge. The bottom one is pretty wide too in places, but maybe would work anticlockwise. Other roads that I’ve visited were too narrow or had too many street furniture.

Do anyone else have some suggestions for new tracks?

13 Likes

I was hoping for some conversation or to hear other people ideas. I think I miscalculated :rofl: , but thank you for likes :heart:

Anyway, if I’d have to pick my favs from above that I think have some chances/I hope to appear in the game.
Road: 2, 5, 9, 11
Touge: 2
Dirt: 1, 10, 14, 15

2 Likes

I have thought of some routes playing, but then just ended up forgetting them. Not that if I made them, they’d look anything but basic. The obvious one is an ‘R246’, but all sorts of ‘attempts’ are in EventLab already.

As you likely know, they’ll probably add a few dumps of new routes during the game, so maybe they’ll be taking notes.

Nice routes to make in the eventlab. :slightly_smiling_face:

For the sake of adding more to this thread here is my suggestion for a Horizon Festival Circuit

And Horizon Festival Legend Island Circuit (I’m unsure whether including the chicane at the festival would be a good idea or not.)

2 Likes

Nice.
I was trying to come up with something in both locations, but wasn’t happy with my ideas.

Legend Island - at first I was sceptical about 6 hairpins, but road is so wide that we can get away with it. Fun layout. Prefered it clockwise, because I just can’t brake hard and turn well at the same time on keyboard, so would have a lot of problems with top right hairpin in anticlockwise.
Festival - again felt better clockwise. Around Festival Site you would prefer to use outer (red) or inner (black) circle/pavement?


IMO works with both options.

1 Like

I’m not sure, I didn’t think about which road to use for the festival. I assumed red but haven’t tried black, what do you think? Maybe because the circuit goes on to that road in two separate locations one can be the inner black road and one can be the red?

More suggestions specifically utilising the race tracks:

Firstly all tracks should have reverse layouts (I don’t know why they don’t tbh)

Also here are some alternate tracks I suggest: (Yellow marks start/finish line)

Not sure how Hokubo or Sony would go using the smaller pit lane, but was fun for a hot lap.

Honestly, it should work in any configuration. Not to mention that assuming there would be barriers it can have different shapes. Like for black version “top” can be either one bigger corner or two 90degree ones and for “bottom” it can go closer/further to house, can be soft bends, sharp ones or mix. Just many options.

YES!

As for these 4 suggestions: not a fan of any, sorry. Hokubu and Soni would work only for rivals. And Legend is just (almost) shorter configuration of original track.
I know we have tracks like that (short/mid/long versions) IRL, but IMO Legend Island Circuit is too short to have shorter version. Island itself should have been 1,5/2 bigger and have a bit more roads.

1 Like

Yeah I agree with you about Legend Island. When I first saw the track pre-release I was hoping it would be a bit like Paul Richard with many different layouts to choose from, however sadly we just got the one. Also after testing I have now realised the altered circuits aren’t any good with a number of drivatars. If I have any more actually semi-decent ideas I’ll post them here, however you’ve done more than enough cool ones.

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My greatest fear about eventlab, realized.

EventLab is very cool, and I’ve already made a few tracks for it, but my biggest fear of eventlab was that the developers would use it’s existance as an excuse to not fully flesh out the map with proper race events.

1 Like