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The order of these, rather than their name, determines their position on the grid  
The order of these, rather than their name, determines their position on the grid  


=== Notes on Racetracks: ===
(1) To get the cars spawning at the right place, make sure that the SpawnSpheres are *inside* the PlayerDropPoints simgroup, not after it. To be inside, they need to be directly after the { symbol and before the }; symbols
Like this:
  new SimGroup(PlayerDropPoints) {
    spawnspheres are in here..
  };
(2) The scale of the Marker objects (which define the NPC route around the track) is very important. The position of the markers obviously defines where the NPCs should steer towards, but until they cross the edge of a Marker they won't move onto the next one. So if the scale is "1 1 1" they'll have a very hard time driving the track since they will insist on passing through a precise area 1x1 metre in size. If you open up one of the existing files, such as the Northern Desert Circuit, you'll see how the size is used to make them start turnning before they get to the apex in many cases.
(3) Don't worry about the looping constraint, that will be easy to fix by forcing the track to always have 1 lap races.


[[Category: World]]
[[Category: World]]
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