Dankernkart

  • Download count 1968
  • Pageviews 3130
  • Unique foldername dankernkart
  • Skin for
  • Track Mod for
  • Based on
  • Release date 2022-12-13
  • Version from
  • Version 3
  • RVW-ID 34904
  • Category
  • Score
    82/100 (15 votes)
  • Unconventional car?
  • Construction
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction 3D Modeling (Original)
  • Track difficulty Medium
  • Track length 392 m
  • Reverse version available? Yes
  • Time trial times available? Select an Option
  • Practice mode star available? Yes
  • Online multiplayer compatible?

    Emslandring is a real existing outdoor kart racing in the holiday park Dankern Castle in northern Germany. We have often been there with family and friends.
    3D: blender
    2D: ms paint
    ibmx: kiwi
    fun: makeitgood

    updates:
    Jan 2023 - new AI routes in normal and reversed mode.
    Mar 2023 - MightyCucumber gave me some hints to improve the triggers.
    May 2023 - Complete new 3D data regarding NotDaijoubu's advices.
    Dec 2023 - For Sauss a fence at curve 5 and pickups in pit lane.


17 comments on “Dankernkart

  1. Hi Sauss, I’ve spent you a fence at turn 5 and pick-ups in pit lane. Please try if ok so far :-)
    Many thanks for advices to improve !

    1
  2. Nothing wrong with the curbs, they’re perfect. The risky option if you like to cut. Problem are rather some of the cars being too sensitive. So some cars can take all the curbs, while other cars are better-off avoiding all of them.

    Racing the Super Pro cars can give you a brain smoke after doing a long race, because this track has no long straights to calm down. The slower cars make racing more fun on this track, I’d say.

    1
  3. Ok, but then I have to place a lot of barriers like wheels or signs at the last quarter of the curve, which couldn’t look very pretty.
    I admit not using super fast or special cars, my reference at track building is always Toyeca or similar and these love the switch between nº5 and nº6 turn. Perhaps I find some low noticeable terraforming for a next update ;-)

    The other problem could be an improper collision file (ncp), but I triangulated every face and controlled the conversion several times, especially the curbs. If there is a place where this always happens the same, I will check and correct.

    Best regards !

    0
  4. @motorhand: Allright, I meant the turn 5, the long right-hander. Getting a good line is quite hard. I had occasional problems on the turn exit, probably too much speed, so the car understeered off the road.
    Most other corners are too tight to even attempt taking them flat, which I’d say minimises the risk. And there is always enough space to correct some errors. Also, some cars have this rather “fun” ability to get clipped by the curbs and fall over. With those cars, all the turns can’t be taken as aggresively anyways.

    1
  5. Hi Sauss, thanks a lot for your detailed remarks !
    I’m trying to understand the hint for flying out, so I made a picture with numbers at the curves.
    I actually believed nº 10 was problematic because here I sometimes find myself far away from route..

    0
  6. One of the few good circuit tracks. Curb texture is excellent. Cutting them is a great challenge, especially at the chicane, which makes this track so fun. From the onboard view, the cars drive smooth on the tarmac, but on the curbs, they are really shaken up!

    50 lap races are very interesting here. After quite some laps, the track can become cluttered with hay bales and kart tires. More tracks should make use of objects in the way of changing the track so that the driver has to adapt to a different challenge.

    What could be improved… maybe put one or two items in the pit area next to the star. That way you’d give it another purpouse to go the longer way.
    Trackwise, there is one place where you could fly on another part of the track. I mean next to the “Dankern” signs in the right turn, somewhere in the middle of the track. Some cars understeer as heck there. I’d make the hill higher or place something there.

    Anyways, great track!

    1
  7. Oh wow, I just noticed you updated the curbs and all. I have yet to play it but it looks really clean now. Your dedication to making tracks is impressive, and I always look forward to seeing what you have next!

    3
  8. Ok, I switched back to the music of first version.
    If another wanted, rename any to music.mp3 and put it into the levels/dankernkart folder :-)
    Cheers !

    2
  9. Wow, with all these updates, it’s become a great track, except for the music unfortunately.
    It bothers me to say that but I think it’s wrong.
    Maybe it’s because I played a lot of Rodik’s Country Halloween and I associate this music too much with the atmosphere of his track.
    Come on, one last update (-;

    1
  10. Hi Cucumber, would be fine to improve it with your help !
    You can send me the changed files to admin[at]motorhand.de
    Cheers !

    0
  11. Hey Motorhand, some users warned me about the fact that you can cut through extensive portions of the track -although you get a red X most of the time when you dod this, it can still be a bit of a nuisance when the track is used online. I took the liberty to add some repo boxes to prevent this, but I don’t know your Discord tag, email or other means of contact to reach out and give you the files so you can take a look.

    I also made a tiny fix to the reverse version, which was missing the beloved Re-Volt flag. :P

    Keep up the good work man, your creations look amazing!

    1
  12. Hi Not Daijoubu, I really appreciate your honest opinion !
    At first attempt I had the feeling it is too big and boring for revolt cars, so I scaled it down a little. Perhaps some other parts are not sized as it should be, compared to reality.
    I believe you are right with the overload of curbs as track borders. Perhaps I will make a relaunch of this track and check out some design improvements.

    2
  13. I’m a sucker for realistic RC circuits, and karting tracks certainly do make good ones. It’s fun to drive and the slopes are not so choppy as to upset cars such as my R1 Competition which dies on a lot of low-poly elevation changes. Music is fine, not my taste but doesn’t detract from the track. I think the overall scale is a bit small even for RC cars; the full-size kart props you have are fine, but the track would be too small for them if this was real life. Overall, the track is definitely a winner in terms of having fun lapping or with helping me test car parameters.

    I will have to gripe about the kerbs, and I’m sorry for sounding harsh here:
    The sharp angles of the kerbing and the texture resolution of it makes the track as a whole feel dated to me. The placement of them on the inside and outside of corners and on straights as well make the track appear too busy and even detracts from their function as a marker for apecies. They also seem a bit too wide compared to the width of the road, almost as if the kerbs are invading space that should be asphalt (maybe more of an issue with the road than with the kerbing). Despite my criticisms, they do function well with driving. You can use them, but if you approach them too aggressivley you can also lose control. The kerbs at the chicane is a perfect example and do exactly what kerbs should do.

    1
  14. I tried to make the AI line as smooth as possible. Perhaps I should test some of the 25mph sections, but I’m afraid the opponents will be slowed to much.
    Thanks for making a video !

    1
  15. Hey Ced, thanks a lot for your detailed opinion !
    I agree about the background, it’s a photo of a real lake near to this place, but my graphical skills are too low for a pretty forest.
    The AI in both directions took me a long time, so I’m glad somobody recognized this work.
    Cheers !

    2
  16. Well I launch for a review of our track :
    The race line is good to me and there is not this big problem encountered in general on these kart/F1type tracks, the Automatic replacement when you go out, even a little bit, of the track.
    Some details bother me while I find the idea really good, like the animation on the re-volt flag.
    And especially the background landscape look bad and should be modified.
    Despite this, it is a good track, pleasant to run. And the IA is good too.

    2

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