Airport 2

  • Download count 3894
  • Pageviews 4729
  • Unique foldername fdt17airport2
  • Skin for
  • Track Mod for
  • Based on
  • Release date 2021-04-17
  • Version from
  • Version
  • RVW-ID 27194
  • Category
  • Score
    83/100 (31 votes)
  • Unconventional car?
  • Construction
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction 3D Modeling (Original)
  • Track difficulty Easy
  • Track length 463 m
  • Reverse version available? Yes
  • Time trial times available? Yes
  • Practice mode star available? Yes
  • Online multiplayer compatible?

    Difficulty: Easy
    Reverse mode: Yes
    Practice star: Yes
    Time Trial: 0:34:000 (normal) 0:39:000 (reversed) (both balanced around rookie class cars, tested with Dr. Gruge)

    Credits to Kipy for the awesome job with AI Nodes and other fixes to pos nodes and triggers
    Credits to Mightycucumber for helping me figuring out how to decorate the track and giving me feedbacks
    Credits to FREESTYLER and SuperTard for the Re-Volt Airport track and the Airplane model
    Credits to Skarma for the Toyota Coaster conversion

    Added new details and improved exterior graphics (credits to Mayen for testing this new version of the track)
    Fixed some issues with triggers and pos nodes
    Fixed doublesided collision on the metallic ramp
    changed wav files to mp3 to decrease files sizes (RVZ and RVW versions now matches)

    UPDATED #2: Added sweepcam

    UPDATED #3: Fixed TrackZones and improved shadows (Credits to Vas0sky and MightyCucumber)

10 comments on “Airport 2

  1. Excellent open track with far viewing distances (which Re-Volt lacks a little bit).

    The wide-open crossroad section (at the start finish area) is especially interesting. If you can see another car passing by from very far… does that make avoiding it easier? That will lead to some interesting negotiations.

    I’d mirror the moving direction of the rolling staircases for the standard track. Have the advantageous inner line be the slower path instead of boosting it additionally. On reverse, the direction of the rolling staircases feels right though.

    Cones well used to show the path.

  2. It’s a bit weird to replicate the bug Powerate is reporting. It’s like when you touch/pass really close to the apex with the side of the car, casually when I was testing I touched the apex with the front by mistake and didn’t have an X…

  3. @Powerate Pretty sure that bug had been fixed by Ciccio and included in the latest IO version (and consequently, on Xarc’s last update of the track).

  4. Like Airport 1, this track received some updates since its release, but for Airport 2 they were more significant. The outside area used to be a lot less detailed; let me know if you have the original version of the track and would like me to do a video on it; I will do it for free if you provide the archive.
    This is a great track! The theme is fun, and feels very good to me. Not that I know much what an airport looks like, but this track definitely agrees with my imaginations of what one might look like.
    This track is a lot easier than Airport 1, and not as gimmicky. The racing line does feature several interesting and tricky parts, though. The straights before the finish line are fairly long and unchallenging, but at least there are pick-ups to try and get an advantage with.
    I like both of these tracks a lot!


  5. Yeah, it’s shorter, but not necessarily easier, because it psychologically invites full-speed shortcutting and it can not be done recklessly on this track (see the forest of waiting queue posts, the landing after shooting straight off the down ramp, the left-hand corner of the building after that, and the right-hand corner with a bump-jump onto slippery grass). It’s essentially a short burst of concentrated precision-speeding.


  6. @MadRRacerTurbo
    as you said, that numeration “rule” doesn’t apply to all tracks and thus it may very well be only a coincidence that most of them seems to follow that pattern because supermarket and museum tracks don’t, also toyworld tracks are both set on medium difficulty but I personally think that the first one is harder compared to the second. In my case I personally name my tracks based on what I made first (Airport 2 got made after Airport 1)

  7. Only thing that’s weird to me is the numeration. On most of stock tracks 2nd/second track is usually the harder one, and same applies to most stock-like custom tracks from what I have noticed. Why is it different with these two? It’s not an complaint, just pure confusion, because tracks themselves are amazing.

  8. I’m so happy you touched the track again, addressing all the issues stated by people. The graphics are so much better now. The change of the skybox and the addition of the skyscrapers in the background add SO MUCH. Also the new details like the more detailed green hangar, the landing/starting airport animation, or the fuel tank are very nice.

    I’ve corrected my rating for this track, and for me it’s now nearly equal to Airport 1.

  9. I’m not sure if I’ve just expected too much, or if others have the same issue with this track (I guess it’s a combination of both): The inside areas of this tracks are on the same quality-level as Airport 1, but the outside areas can’t keep this level by far.

    The raceline itself is OK: It’s an easier version of the first track, so it’s the same what the original Re-Volt developers did with the stock tracks. But the graphics/details of the outside area lacks pretty much in polish. Some of the details itself are cool (I love the big Airplane, the trolleys, the vehicles, and so on), but on some of the open areas there is “missing something”. As an example I made this two screenshots: In my opinion, also some more shading would have helped a lot here. (And maybe a more high-quality skybox?)

    I’m not sure if you would be up to re-work the track a bit, but I think it would be worth it. And looking on the current ratings, I think I’m not the only one with the overall feeling about this track?


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