What about updating the Kyoto and Fern bay? Kyoto has few severe tire clipping bugs and one design flaw (). Below my l33t PSP suggestions:
Looking at Fern bay, the biggest issues with this track are the chicanes. The way you need to drive through them is to cut through, instead of avoiding the kerbs. (looking at the fe pic)
1: I simply find this corner boring. With reversed configs the interesting corner (nice one too ) is the next one but this corner or chicane is just to make passing harder. Making it 2 corners instead of 1 you could carry more speed into the next corner making it even more interestig. Would also create a passing opportunity.
2: One of the flatout corners. Just close your eyes and floor the throttle, no thanks . Much slower and tight corners = passing opportunities. Would cure some of the "tire stacks on the track" issues.
3: First chicane of most of the FE configs. Online this corner usually causes a lot of accidents because 2 or more people are trying to take it flatout next to each others. Again, make it like a proper chicane, a more technical corner section
4: These corners are actually quite good and enjoyable, but to be fast you need to (again) cut through the grass. What about leaving the corners as they are but let's put some walls or very steep cliffs right next to the track making sure everyone needs to drive on the track, not over the grass
5: Another corner where you can gain a lot time (especially on FE green rev track) by just going over the grass. Again, making it slower and making the corner entering to the main straight into a tightening one would keep the corners challenging and prevent cutting.
And Kyoto pic:
The second corner of KY3R:
Again, cutting made too easy and rewarding. The itself is quite nice on the reverse config but because there is a lot of that green grippy stuff cutting is way too easy. Just remove most of the green grippy stuff and it is a proper corner again
The corner connecting the oval and outfield:
Tire clipping and bad design. Rewards cutting. Tries to be a chicane but is actually a straight with partly green bumpy asphalt.
Option A:
Redesigning this into a slower corner would make it more interesting corner. More passing opportunities as well. Instead of chicane, I made it a 2 corners section.
Option B:
A fast sweeper. Would make the next corners more challenging because of the increased speed.
Looking at Fern bay, the biggest issues with this track are the chicanes. The way you need to drive through them is to cut through, instead of avoiding the kerbs. (looking at the fe pic)
1: I simply find this corner boring. With reversed configs the interesting corner (nice one too ) is the next one but this corner or chicane is just to make passing harder. Making it 2 corners instead of 1 you could carry more speed into the next corner making it even more interestig. Would also create a passing opportunity.
2: One of the flatout corners. Just close your eyes and floor the throttle, no thanks . Much slower and tight corners = passing opportunities. Would cure some of the "tire stacks on the track" issues.
3: First chicane of most of the FE configs. Online this corner usually causes a lot of accidents because 2 or more people are trying to take it flatout next to each others. Again, make it like a proper chicane, a more technical corner section
4: These corners are actually quite good and enjoyable, but to be fast you need to (again) cut through the grass. What about leaving the corners as they are but let's put some walls or very steep cliffs right next to the track making sure everyone needs to drive on the track, not over the grass
5: Another corner where you can gain a lot time (especially on FE green rev track) by just going over the grass. Again, making it slower and making the corner entering to the main straight into a tightening one would keep the corners challenging and prevent cutting.
And Kyoto pic:
The second corner of KY3R:
Again, cutting made too easy and rewarding. The itself is quite nice on the reverse config but because there is a lot of that green grippy stuff cutting is way too easy. Just remove most of the green grippy stuff and it is a proper corner again
The corner connecting the oval and outfield:
Tire clipping and bad design. Rewards cutting. Tries to be a chicane but is actually a straight with partly green bumpy asphalt.
Option A:
Redesigning this into a slower corner would make it more interesting corner. More passing opportunities as well. Instead of chicane, I made it a 2 corners section.
Option B:
A fast sweeper. Would make the next corners more challenging because of the increased speed.