Game Guides Archive
Thread: The Guide to Racing in a Circuit *COMPLETED* v2.0
Message Edited by HimFan on 12-19-2004 06:40 PM
Mos Espa Circuit
Starting Location: Tatooine 2380 5000
¥Notice¥
If anyone that has a home in the direct path of the race track is reading this, please move it. This is the only track where player housescan get in the way. Be kind and make a path for people to get by, even if you own a player city. Ask around. You don't have to move to another planet, just make a path so we wontbe hitting houses when they load 2 meters in front of us.
Thank You.
Track Info:
If the information in my databanks are accurate, during the last decades of the Old Republic podraces were run on this track. The series was formed and controlled by the Hutts many years ago. Following the decline of podracing's popularity, this track was more or less abandoned by the Hutts. It was eventually taken over by a small band of swoop racers, who used it to stage a regular series of semi-legitimate races.
Its called Mos Espa Circuit but its north of Mos Entha. Go figure.
AV-21s will do a lot better in this course then a swoop for 2 reasons. One, there's a hill in one part of the race that will kill swoop bikes. Two, AV-21s can "wall ride" and "cut corners" without losing speed, unlike swoops.
Out ofall therace courses, this is the only "real" track. The others are "made up" by using locations with WP set around them.
This is also the only track that has high level MOBs spawning around it. Everything from worrts to Tuskens can pop up. Bring armor if you have it. You might even need buffs on a bad day. Be mindful of the bocatts that can hit you with one shot Knock Downs and Posture Changes.
Because this area is open to spawns, stay away from "pre spawned" camps. If you see a camp site with flat ground around it, don't ride into it. A wall might pop up out of nowhere.
The race track has more then a few places that people could have placed homes. By doing a test drive around the track first, you can take note where homes are placed so you will know where to swerve in the real race.
Guide:
Leg 1: Start - Waldo Flats
As you start, hug the left turn around the 2 big rocks formations. Don't let the wide track pull you into the middle, head to the right wall as you barrel down the trench.
Leg 2: Waldo Flats - Waldo Grade
Once at the large opening, hug the right turn quickly. This turn seems to pop out of nowhere. Once you have turned, you will be heading down a thin trench.
Leg 3: Waldo Grade - Mushroom Mesa
Once you have pasted your turn at Waldo Grade, slowly start to make your way to the left wall. Stick to the left wall after you have taken the next turn. Once you have past the hard left you will be looking at the opening of the trench at Mushroom Mesa.
Leg 4: Mushroom Mesa - Ebe Crater Valley
Once you have shot out of the opening, remember the locations to any houses that were placed. If there weren't any in your way to swerve around, head straight to the next WP and get ready to drop.
Leg 5: Ebe Crater Valley - The Notch
The Crater Valley is very tricky. If your riding a swoop, try to doge the pot holes. There's a few in the way that could slow you down a few if you get caught up in them. Head right to the opening at the end of the valley
Leg 6: The Notch - Diablo Cut
This leg of the race will be hell for anyone in a swoop. Swoops have the lowest Terrain Negotiation, so getting up this next hill will be a challenge. Try to stick to the right side after you hit the top of the hill. Once there, slowly make your way to the left side for the next turn.
Leg 7: Diablo Cut - Beggar's Canyon
After you hit Diablo Cut, make your way to the right side for the next turn. Once you have taken the turn, head back to the left side to get ready for Beggar's Canyon. Hug the left turn, this saves time over flying to the WP in the middle of the road.
Leg 8: Beggar's Canyon - Desert Plain
After a short stretch, there's a turn. Its not really much of a turn. You could easily just fly straight into the next WP, keeping to the left.
Leg 9: Desert Plain - Arch Canyon
Once you turned on Desert Plain, keep left. Don't let the wide road fool you. Stay left and hit the next turn as fast as you can.
Leg 10: Arch Canyon - The Whip
After you have pasted Arch Canyon, you will see many... arches. Head though the left most arch and straight into the next WP.
Leg 11: The Whip - Jag Crag Gorge
Once at The Whip, stick to the right until the wide open turn. Keep hanging to the right even after the turn.
Leg 12: Jag Crag Gorge - Canyon Dune Turn
After Jag Crag Gorge, slowly start making your way to the left for the next turn. After the turn, keep sticking left until Canyon Dune Turn.
Leg 13: Canyon Dune Turn - Jett's Chute
Once again, stay left until the next turn. Slowly make your way to the right for your next turn. After that turn,stay right despite Jett's Chute WP being in the middle of the road.
Leg 14: Jett's Chute - Devil's Doorknob
After the right turn past Jett's Chute. Slowly make your way to the left as you come to the opening at Devil's Doorknob.
Leg 15: Devil's Doorknob - Hutt Flats
After the heading out of the opening, head right to the next WP. The small bumps in the road shouldn't effect your time.
Leg 16: Hutt Flats - Finish Line
Hug the wall past the 2 rock formations at Hutt Flats. Don't go all the way to the top of the hill. Just ride along the side without letting your vehicle slow down. After the short wall ride, turn to theleft at the 2 rock formations. After this, you are home free. Just head to the Finish Line and you are done.
If you have any corrections or additionalinfo to add, please reply to this thread or PM me.
Message Edited by HimFan on 12-19-2004 03:10 AM
HimFan wrote:
Also, if no one has raced for the day, there will be no set time. So, all you would need to do is complete the race to get your badge. If this happens, be nice and do the track at a slower pace so others during the day can get there badge too.
Riding the track once (before starting the actualrace)to load the textures is a good idea.
I suspect that turning down all your graphical and terrainsettings to their absolute minimums will probably be helpful, too. What will be particularlyinteresting will be to see which tracks are most affected by this: the two big countryside tracks, or the Keren city track, since there are different graphical optimizations for landscape vs. buildings/NPCs.
--Flatfingers