Canyon Racers, do not despair

well how deep/narrow do a canyon have to be, i didnt spend much time fly around in them much thats just on my way out.. but there was lots of twists and turns etc... unfortunatly i didnt take more ss thou bec i at that time had not figured out how u used to do that ingame and was tinkering with gfx settings mainly

and that is my normal Asp with 48+ something Ly range which means its kinda sluggish slow to change direction and so on, its not well suited to fly around in upside down canyons :D
I imagine deep enough so 2-3 ships can overtake without colliding, and wide enough for about the same-- though of course it just vary a lot having things as narrow as having only space for one ship. Just tight enough to be dangerous.
 
well if we cant race in canyons.... we can atleast play soccer with stuff on the ground!! quite hilarious in low gravity
 
Well, I picked the hunt back up for a bit this morning. So far I've not seen a single canyon. :(

Someone pointed out they used to be more common around gas giants? Any other likely places to check? I know low-g worlds tend to have rougher surfaces, but not sure if there are other criteria to look for (I've been checking all landable planets either way).
 

Deleted member 121570

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This.

This.

And this.

I've seen some spectacular landscapes in Odyssey in less than a week. Not saying that some are quite flat and definitely a lot of the "old favourites" are now not as cool, can't argue with that (and I'm not against the proposal that Fdev make more "higher" height maps if it'll make a niche player base happy 🤷‍♂️ ). But there are so many stunning worlds in Odyssey that I have to wonder what happened to the people who went out in Horizons and found the stunning worlds there. It's as though they just vanished because Farseer's base doesn't look the same any more and have now reverted to giving up on the thing that's actually fun about finding new locations (the finding them bit) and just want to badger Fdev into doing something that I am sure is impossible (retain the old worlds exactly as they are with the new tech). Not saying everyone is doing that exactly but that's how it comes across.

There's so many great worlds with good terrain for racing in Horizons that you really don't have to go far to find em. You'd literally stumble over em doing other stuff. There's thousands in the bubble alone.

It doesn't look like there's any there now though - hence the folks searching for examples (and searching during alpha) and not yet finding any.

Someone pointed out they used to be more common around gas giants? Any other likely places to check? I know low-g worlds tend to have rougher surfaces, but not sure if there are other criteria to look for (I've been checking all landable planets either way).

Best guide I can give only applies to Horizons, but is backed by the Dr Kay comments previously quoted. In Horizons, any small icy or icy/rocky (and occasionally a rocky), usually <1000km radius +/- 500ish, low G is good. Look for ones close to gas giants or other bodies to introduce tidal stresses. Tip is not to look for canyons, but the areas between them, especially if those areas open out more. If it looks like a canyon from orbit - it's pretty much useless for racing down low because it'll be too wide/open. It's the areas between that (in Horizons!) contained the terrain types necessary with the twisted pathways between obstacles that were good for designing tracks.

It looks sorta like this - and the heights of the surrounding terrain range usually anywhere between 1 to 3km, give or take.
Edit: Pic here

Where you get good height in these in-between patches, that's where you'd find the best terrain. The problem in Odyssey is that these have all been massively shrunk in height, so they end up being too shallow now.
 
Hmm, I might have to make my fly-by passes even closer to the planet then. So far I've been flying down to a few hundred km and looking for things that might be canyons. Icy worlds make sense, tidal stress and temp fluctuations should create pressure cracks that are potentially the size of canyons.
 
Didn't have as much time to continue the hunt as I'd hoped. Sadly, it seems like the new terrain doesn't generate canyons deep enough for racing. However, it does seem to form the right kinds of structures. If they just adjusted the values so that deeper canyons and taller mountains form, it should wind up generating some terrain that would be suitable for racing.

As I was going through my screenshot folder, I did find this planet I'd visited before I started the hunt and forgot about. It's a few jumps out of the bubble and I didn't fly around it much, but it looks like it might be suitable if only the structures were taller. In the meantime having to race close to the ground without crashing might make for an interesting challenge. ;)

Screenshot_0019.jpg
Screenshot_0020.jpg
 
That being said, the entire planet looks like it's covered with this terrain. From high enough up, it actually looks like a scaly planet (I wound up grabbing a snapshot of it because I actually thought there was something wrong with the texture at first). So it might be worth checking out more thoroughly. It's possible there are parts of it that are deeper than where I wound up landing.

Screenshot_0018.jpg
 
Didn't have as much time to continue the hunt as I'd hoped. Sadly, it seems like the new terrain doesn't generate canyons deep enough for racing. However, it does seem to form the right kinds of structures. If they just adjusted the values so that deeper canyons and taller mountains form, it should wind up generating some terrain that would be suitable for racing.

As I was going through my screenshot folder, I did find this planet I'd visited before I started the hunt and forgot about. It's a few jumps out of the bubble and I didn't fly around it much, but it looks like it might be suitable if only the structures were taller. In the meantime having to race close to the ground without crashing might make for an interesting challenge. ;)

View attachment 231736View attachment 231737
"Flat as a pancake" - someone in this thread
 
It's as though they just vanished because Farseer's base doesn't look the same any more and have now reverted to giving up on the thing that's actually fun about finding new locations (the finding them bit) and just want to badger Fdev into doing something that I am sure is impossible (retain the old worlds exactly as they are with the new tech). Not saying everyone is doing that exactly but that's how it comes across.
Kind of a swing and a miss. The issue isn't that nobody's putting effort into finding new interesting features now; its that there are no interesting features now. Whereas in the past, heightmaps were placed atop a procedurally generated terrain, meaning the same heightmap in different places gave very different results, the heightmap is all there is now. No more varying procedurally generated terrain underneath it. Every feature is exactly precisely the same (besides scale varying) in every location it's found. Once you've identified and explored the different static sets, there is nothing else to explore.
 

Deleted member 121570

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That being said, the entire planet looks like it's covered with this terrain. From high enough up, it actually looks like a scaly planet (I wound up grabbing a snapshot of it because I actually thought there was something wrong with the texture at first). So it might be worth checking out more thoroughly. It's possible there are parts of it that are deeper than where I wound up landing.

View attachment 231744

That one actually does look like it might hold some promise! Thanks for finding & continuing the hunt.
I've passed the system name onto the team :)
 

Deleted member 121570

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"Flat as a pancake" - someone in this thread
Nobody except you has said that in this thread, so you're quoting yourselft immediately after saying it for the first time.

I get that the apparently uselessness of Odyssey in this context upsets you, apparently based on your love of what you consider spectacular landscapes that aren't relevant in this context, and that people will complain and fight to retain the gameplay elements they liked, but that you don't. Spectacular is irrelevant. Functional is.

That's cool. But it's pretty much 'off topic' on this thread though. There's plenty of others for the wider conversations about what's good/not. This here though is specifically about racing/hooning and the terrain involved in supporting that. Pretty wide vistas don't.
 
Nobody except you has said that in this thread, so you're quoting yourselft immediately after saying it for the first time.

Maybe he just got the threads muddled up and he's quoting you from another thread?

 

Deleted member 121570

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Maybe he just got the threads muddled up and he's quoting you from another thread?

Clearly :)
 

Deleted member 121570

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I'm definitely no "canyon racer" and this is not a ship fitted for that purpose, but I made a spontaneous low fly through.
I have also no idea how should a "proper" "Horizons-like" canyon look like.

Source: https://youtu.be/QDdohKNFSzU

That absolutely demonstrates the problem described. Thanks for contributing.

For more info, I'll re-quote the post I made in the previous page you may have missed -
Thanks for thinking of the racing side! Maybe I can help with a bit of clarity on at least how the 'canyon racing' term relates to activity in the Elite Racers and Newton's Gambit communities - as a lot of what I see in suggestions (well-meaning and appreciated!) is mostly big straight line stuff. I get that it's probably quite unexplained what goes into design for a challenging track that enables racers to compete on skill rather than just a straight line drag race that's more about build. Builds can be mirrored, and straight lines are kinda easy. (although there are people who enjoy it - no disrespect to them!).

Good terrain for surface ship racing should have tight turns, fast sections, slower technical sections that can throw you out if you mess it up, places to enable passing, logical flow of the track, etc. Whilst not the best track/vid by any stretch (it's mine and I suck at making vids), this might serve as an example to illustrate. There's a map in the comments too, which also gives an overhead view of terrain, and you can see the scale/altitude aspects from the video. Another video in slightly wider terrain is here (Arkansand's vid from Qarato). Again - look for the turns/sections and scaling.

I hope these 2 vids show how the stuff in EDO isn't workable so far, and might give pointers if looking for new terrain that might work!
 
I'm definitely no "canyon racer" and this is not a ship fitted for that purpose, but I made a spontaneous low fly through.
I have also no idea how should a "proper" "Horizons-like" canyon look like.

Source: https://youtu.be/QDdohKNFSzU

That's an awesome thing to see and I'm glad those structures are in EDO -- especially for exploring etc!

From a racing perspective, though, try and think of it like Rally driving - sharp turns, maintaining speed through the manoeuvre, keeping the vehicle as close to the corner as possible, and wrestling the damn thing into doing what you want is where the excitement and spectacle comes from. Short bursts of straight line speed should come with a danger and consequence of not being able to make that turn and thus the distance between obstacles should be (relatively! elite's ships move at an insane speed) short.

The taller the hills in this circumstance, the better. But ultimately, the problem is that wide open or extremely long spaces dramatically reduce the skill ceiling and that's absolutely integral to high level play competition.
 
That's an awesome thing to see and I'm glad those structures are in EDO -- especially for exploring etc!

From a racing perspective, though, try and think of it like Rally driving - sharp turns, maintaining speed through the manoeuvre, keeping the vehicle as close to the corner as possible, and wrestling the damn thing into doing what you want is where the excitement and spectacle comes from. Short bursts of straight line speed should come with a danger and consequence of not being able to make that turn and thus the distance between obstacles should be (relatively! elite's ships move at an insane speed) short.

The taller the hills in this circumstance, the better. But ultimately, the problem is that wide open or extremely long spaces dramatically reduce the skill ceiling and that's absolutely integral to high level play competition.
I really don't know why the game isn't generating very tall but extremely narrow and jagged fissures on ice worlds, with the bonus of them being extremely believable natural formations and very good candidates for racing.
 
I really don't know why the game isn't generating very tall but extremely narrow and jagged fissures on ice worlds, with the bonus of them being extremely believable natural formations and very good candidates for racing.

yeah that would be ideal. It's weird though, it's like the terrain gen has been flipped on its head: low-g is extremely flat and high-g is the more turbulent terrain :|
 
It's almost as though there's a part of the planetary tech that's not working, where it should be adding "noise" to randomize the terrain a little.
 
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