Route Creator feature, tips and help

That’s the button left from the big X-Box button? Isn’t that one used to place the check-points? I think I pressed every available button, but the WLAN button on the front.

The race is about 30mins in a grip friendly X-class. Wanted something comparable to 3 laps of Goliath. 424k credits, about 120k influence, 100+ skillpoints (speed skill car) on 105% difficulty with a Maserati MC 12 FE.

I think the control discrepancy may be because you’re using Manual and I’m driving Automatic. I so rarely use Manual that I haven’t looked for a direct World Map button.

And I wasn’t complaining that the race is too long in general. I added it to my favourites for later when I have more racing time. It did serve as a handy bit of specific info so you knew I actually found it and wasn’t just blowing smoke, though. :wink:

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I have been excited for the Route Creator since it was first subtly announced and ever since the map dropped in the Autumn stream before the game launched, I have been scouting the roads, coming up with potential circuits, rally trails, and just other fun ideas that could possibly work. Now that it has officially launched, I have been having a lot of fun, creating and playing custom routes. But over my time with it I have noticed a few flaws, and areas where it can become even better. I’ll list out a few bugs I noticed and gradually get bigger with what can work.

  1. Camera Bug.
    Every time you start a new route you start the race in the default view. This is just a really small and meaningless bug, just thought it should be addressed.

  2. No Pause Menu Bug.
    The controller I have likes to disconnect a lot. Usually, when I’m in game, it would take me to the pause menu so I won’t completely mess up a line or anything. However, when in the process of creating a route, the only form of a pause button you have is the extra options menu which gives you the option to finish your route or quit. However, it doesn’t seem to be registered as a pause function. Whenever my controller disconnects in the middle of making my route, my car will just be sent flying in the direction it’s in until I get my controller back on. It’s just a little annoying to rewind back to where I was.

  3. Checkpoints and Rewind.
    Whenever you place a checkpoint, you are technically still in the race, not paused. I could see comparing to the first footage of it and now that things about this has changed over that time. I just feel like it could be refined. The whole system of undoing checkpoints and all. Which brings me to my next one.

  4. Additional Editing.
    This felt like a missed opportunity to implement drone mode into the process of making routes. I feel like after you finish a route, before testing it, you’ll be given an option to go into drone mode to make little changes and fix potential mistakes so you don’t have to do the whole route all over again. Things you can change in this mode can be checkpoint placements and widths, (for widths they can maybe keep the car’s position remembered for how much the checkpoints can move) and spawn your car somewhere at a checkpoint to redo a section or two. This will be very convenient for people who make much longer routes and motivate them to make those even better.

  5. Props.
    This a really big edition I’d love but if it were to ever come I’d expect it come in a big update at the end of an in game year. Adding, walls, ramps. and stands to your routes could make the entire thing feel far more immersive. Walls, stands, and other props could easily be little features you can add with the drone mode I mentioned earlier, I just don’t know how it would work for ramps entirely. I’m thinking while you’re making the route, one of the options could be to place a ramp in front of you a certain distance. You’re then given a selection of ramps to choose from then you put in somewhere where you would go then resume making the route like normal. Adding these little props could expand the creativity of routes to such greater heights.

Thanks for reading.

Thanks for the info, good to know somebody can actually find the race.

Guess I really was in manual when creating the route (did some drifting for perks before :D). Gotta retry it with automatic then and refine the route with more intuitive checkpoints (shorter distances shall indicate break points). Bet you noticed the cheesy part, so ramp up difficulty when you do the racing (I suggest leaving damage off/cosmetic).

Hey there,

I have read through the entire thread but could not find any info on the checkpoint limit. Does anybody know exactly how many we can place?

Besides i have read a couple of times that the AI struggles with tight bends. My tip for that is to place the checkpoints early in the tight corners, always before the apex.
I have created some routes with tight hairpins and the AI dealt pretty good on them.

To create a good track you definately need to plan ahead. I usually drive the route a few times in free roam before i enter the creator and then slowly and carefully drive the racing line while putting checkpoints in logical places.

I have been working with the assumption that 99 is the max limit on Checkpoints. This is based entirely on counting the checkpoints on Goliath, and the assumption that the Route Creator is at least similar to the tools used by the devs to layout a circuit.

I have counted it many times, and 96 seems to be the total on Goliath, plus one for the start line and one for the finish line, so 98 in total. I haven’t always gotten the same count, get caught up passing the AI and lose my count.

I assume that the 99th checkpoint was not used for Goliath, not sure why, maybe just as insurance against creating a route that could not be completed because there are no remaining checkpoints. I know this has occurred to many of us working with the Route Creator. A countdown for checkpoints used / remaining would be very helpful

One thing RC has forced me to do is learn two different driving lines for my circuits. One for the creation process (and the AI later) that focuses on keeping all four wheels on pavement. Then when setting checkpoints, place the inner checkpoint so that the true racing line will drop the inside tires onto the dirt, or run the curb with 2 wheels. On serpentine sections, I try to keep the AI racing line tight to one side and only just crossing over the middle line, never going curb to curb. This approach gives me two reasonably clean chances to pass the AI.

I have a Problem with that new Feature. I created my own Route saved it. BUT i never was be able found it again or drive it (after the one Testdrive you must do to save it). I cant even see it in any From ingame.

Love the route creater but searching is poor when looking for a specific map. The ability to search by gamertag or the map name would be great.

I. Created a custom dirt track that was 14 miles long. Yes it did start at a road racing check point. But after I raced it and created the event I made sure, double sure to set it as a dirt race. However when I look in my custom races and it comes up as road racing not only that I get road racing experience even though I set it as a dirt race .

I really like the addition of route creator since I had run out of races to run. Not sure why they removed all the championships that were added after you did all the the exhibitions in the previous games. Anyways I have created quite a few custom races. My early efforts I will admit were not that good but have gotten better at it as I went along. Something I would like to see added when you are creating a route is it showing the distance you are from your last checkpoint you set. In some races I thought I was placing them quite regularly but after testing discovered some were too far apart for my liking. So far no one has liked any of my course designs or raced any of my races…not sure as to why.

I supposedly have 50+ blueprints shared but i see max 15 in my hub at any time and I assume that’s what everyone else sees. A new one replaces an old one. If I replay that old one it shows up again and something else goes missing. Really wacky. Going to be hard to work around this to share routes.

Is this still the case… Oh man that’s so lame. I wonder how their database copes with all these ever expanding junk routes and tunes.

How do you make the AI take hairpins and other sharp corners properly? They keep flying off course on mine :frowning:

In my experience, putting a checkpoint at or close to the apex like the stock races is good enough, but for some turns I’d have to use three checkpoints - one just before the turn so they stay to the line and don’t go way off-course to take it wider and faster, one somewhere in the turn around the apex, and one just after the turn.

When there’s multiple checkpoints like that they will slow down to try and hit all of them, instead of only caring about a single one for a corner and potentially flying off into nowhere. It’s possible you only need one on the turn and one before or after for some turns, and many turns should just be fine with one checkpoint on the turn itself if your initial driving line is decent. I’m still not sure if I should be creating the routes and lines with the best / fastest cars, or some slower ones, so maybe experiment with that, too. Some lines that seem to be safe and work for a slow ride may not match up with a faster one.

Bonus advice: I try to set up my checkpoints on a lot of sharp or 90 degree turns before the apex, so it’s clear and visible to the player when approaching them that they’ll have to turn there, without ever needing to look at the minimap. I’ve noticed that on a lot of random custom routes I’ve tried, the creators do not do this. Instead they may have the checkpoints after 90 degree turns, which in the city or some sections is annoying because you can’t visibly see the next checkpoint at all and you have to glance at the map constantly to stay on course.

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For the tracks I’ve created, I noticed the AI seems to have more problems if there’s a checkpoint too close after a sharp turn. They’ll often just skip that one and go on as normal until they are reset.

I think it would be nice if Anna was more like a co-driver than a GPS. I also think it would be nice if you could have the racing line without the red/green colors, just so you know where you’re supposed to go. Especially on off road tracks (and in the city).

I love this, make no mistake. However, few things I’d like to see

  • A preview. I get we do the fancy Horizion Presents by So-So. But I’d like to see the custom route (like in PVP time attack) so I can tell if I even want to bother
  • A way to tell if this sprint that starts at a road sprint is actually going to take me flying off road (The above would solve this)
  • Better search functionality, so I can find the track I want (Username, Course Type, Event Type)
  • So maybe a way for people with custom routes to label them as cross country, dirt, or road.

That is all. I love it, it has 100% revitalized my interest and longevity for this game. What do you all think?

[Mod Edit - thread merged - MM]

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They follow YOUR line when you create it

These are great suggestions and would make it much better.

I think they could take it even further like track the ones you tried and have a history. And have a medal on the ones you placed podiums on. Would be lots of fun for completionists. Creating playlists (championships) and saving to favorites.

It would be nice to search based off of your current car.

I am having trouble seeing if a blueprint is using a custom or standard route. Am I missing something?

In a question answered by ManteoMax, he says that the maximum distance is 40 miles, which in the metric system would be 64.4 kilometers. But it only lets you create 40km routes (24.85 miles)

Better search function parameters - Keywords, gamertag search, etc.
Ability to place ramps on the course as seen in some Cross Country races. Ability to add props such as barriers, stands, and other roadside/trackside props.
Ability to go back and edit a route that I have already created. A few routes I’d like to either move, or delete check points on. As far as I know, the only way to remove a check point is to rewind past one. However, if you are unable to rewind past a previously placed checkpoint, or race the route and dislike a checkpoint placement, you can neither edit a track after it has been made, or delete checkpoints.
Ability to create routes from Street Race locations.

Finally, add the ability to create a route from a custom start point. You could drive to any location on the map (within reason), press the start button (for example), and select the option to create route from the location your car is currently parked at. It’s very limiting to have to start a route from a pre made race location in the world. I don’t know if the game engine, etc. is unable to allow for the ability to create a race from any starting location in the world. However, if we have a route creator that allows for checkpoint placement and a paint shop which can render custom designs, it makes me wonder if it is possible for this to be implemented.

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