DirtTwister
takes a lap around "Moto 448"
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Moto 448 is the third round in Reflex's MotoCareer National Series 1.
The first series consists of 3 National tracks (Lost Meadow, Sugar
Ridge MX, and Moto 448).
I really like this track. I love the dirt, I love the mud, and I
love the fact that it winds up and down hills and through water.
This is a good introduction to tight turns, momentum killing uphill
whoops, and bumpy decents into water. All require you to pay
attention to the path you are taking and timing your moves so that
you don't lose your momentum or lose control. Right after riding on
this for the first time, I contacted RBW_Checkerz448 to see if this
was his track. The 448 seemed like a big clue. This is what he told
me:
Moto448 was based off a handful of Oklahoma and north Texas
tracks. In the winter when I was racing Arenacross, we got too
much snow to ride up north in Iowa, so my mechanic and I would
load up for the week between Christmas and New Years every year
and stay in Oklahoma/North Texas and ride everyday and just hang
out. It was by far the most fun either of us have ever had, so
re-creating some of the memories from the sick tracks in that
area were key. There are clips with Guy Cooper and Jeremy
McGrath in Steel Roots at a few of the places that inspired
Moto448.
The track was meant to be in a dried up riverbed area where
years ago it was a full flowing river system. This caused a 2
layer of elevation approach, in the valley (old water level)
and on top where the flat plains were. The sharp elevation
changes are short but steep and made great for jumping.
The signature area definitely became the massive roller whoop
section up and over the back hill. It actually was set out to
be a step on step off at the top of the hill, or a massive
quad over the whole thing if you carried enough speed... very
similar to a few WFO MCM2 tracks. When that wasn't really that
entertaining with the Reflex physics, it evolved into the
roller whoops monster that it is now.
The name quite obviously comes from my number 448, and it
marks the first National track I've shipped as a developer.
I want to thank RBW_Checkerz448 for the back story on this track.
After riding all the tracks in Reflex, this continues to be one of
my favorite tracks. It actually comes in #2 to my favorite which
shares the same environment and that track is Razorback.
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The Start
The first time I saw this track, staring out from the starting gate, I
knew I would like it. I could tell right away there were hills and
wonderful dirt.
As you sit waiting for the start you can see that the start straight
falls away, but you don't realize how much it falls away.
Right at the start you race over the edge of the hill and you see
that the track has a drop off. Once you land and get settled on the
ground it's a drag race to the left hand turn 1.
From the overhead picture you can see a good shot of the start
funneling to the drop off and then into the tight turn 1. You can
see the finish line on the left and how the track comes back to the
start straight on the right.
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Turn 1
As you approach turn 1 it looks like a 90 degree turn, but it isn't.
Because of that it is very easy to go wide or lose momentum by
sliding sideways as you try to make the turn. The turn is really
about a 135 degree turn that continues to arc up hill into turn 2.
Whether it's the start or lap 2 you need to not slide in this turn
and keep your momentum up. It's important to jump all the way tup to
turn 2 all the while turning and getting ready for turn 3.
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Turn 2
Leaving turn 1 you jump up the hill and start turning in the air for
turn 2. Turn 2 is tighter then it seems because you are already
turning as you enter it and you angle across for turn 3.
So even though it is almost a 90 degree left hand turn it is more
like a 45 degree left hand turn. You need to decide if you are going
to rail around turn 3 or keep it tight. This will be dictated by the
traffic you are in, but you should be deciding this before you even
land jumping into turn 2.
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Turn 3/Finish Line
Turn 3 is a 180 degree right hand turn. This is also the last turn.
The finish line jump is immediately after the turn.
When coming up for the finish I think a middle of the turn approach
is probably the best option. Turning tight to the inside can be
costly just as railing the outside can be. On all other laps it
probably doesn't matter. Wherever there aren't other riders is the
best line.
Once you jump over the finish line jump you land on the downhill
towards turn 4. There are going to be several uphill and downhill
journeys around this track.
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Turn 4
Turn 4 is just about a 20 degree kink to the right at the bottom of
the hill as you cross over the culverts. This straight is actually a
slight S turn as shortly aver turn 4 you veer to the left as you go
up over the hill into 5.
The track from the start line to here is shared with Razorback with
just subtle terrain changes. You can see on the left the downhill
from the U turn in Razorback.
The track is soft here in spots and will rut up. The same with the
uphill. Some of these ruts are there from the start and don't really
change much. The ruts will mainly appear in the extreme middle of
the track on the dowhill and then branch out on the flat and the
uphill.
Climbing the hill to the takeoff you should probably aim for the
center. Being too close to the left or right may have you landing in
the Tuff Blocks on the other side of the hill.
The bottom picture on the right is a hight up view that shows the
culverts and the water as it heads to the mud hole that you will
soon be crossing between turns 9 and 10. Here you can see another
clear view of the Razorback U turn that heads back down to the
water.
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Turn 5
Flying over the top of the hill we see it is a straight shot to turn
5. Turn 5 is about a 100-110 degree turn to the right over a drop
off.
The turn will rut up but not too bad. It is easy to get crossed up
and lose time because you are sliding sideways. A gentle use of
Reflex goes a long way here but too much and you will lose time.
Over the drop off and on to Turn 6. This whole section is a lesson
in how rewarding it is to be smooth and keep your momentum up.
Off in the distance we can see the turn 11 as it turns back away
from the water.
The bottom picture on the right shows the wonderful texture used on
this track (lower left of picture) and hint's at what is available
in Reflex.
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Turn 6
The top picture on the right shows the Turn 5/Turn 6 pair. It really
shows how both Turn 5 and Turn 6 are tighter then they appear.
Exiting Turn 6 you immediately charge uphill. This is very similar
to the approach to Turn 5. Again it is probably best to aim towards
the center.
This time the approach to turn 7 is down a steeper hill then the
approach to 5.
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Turn 7
Turn 7 is tighter then Turn 5. It is a 180 degree turn. As you exit it
you will be charging up the hill that Checkerz448 called the
"signauture area...massive roller whoop section". It's my favorite
part of this track.
As you exit turn 7 you go slightly down hill into the first roller.
You this to get setup to try to jump as far in as you can. If you
time it properly you can triple in. If you keep your momentum you
can triple-triple-double, and still have some momentum at the top.
The top picture on the right gives a good overview of Turn 7 and the
uphill whoops.
The bottom picture brings you up close and personal to the steep
final section. Again look at the texture detail.
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Turn 8
Turn 8 is done while going over the top of the hill. It's not obvious
that it is really a turn, but it is. Sometimes you will actually jump
over the top and other times you will just barely putt over it.
However you do it, the trickiest part of the track is coming up. If
you have all the time in the world this part is easy, if you are
racing and trying to go down this section fast then it will bite you
when you least expect it.
It's important to realize that there is a turn at the bottom (Turn
9). The downhill roller whoops are nicely shaped to give you
options. Those same shapes will kick you sideways and kick your butt
if you just ride down without a plan.
I take the downhill first as a series of jumps, planning my next
move based on how things have gone so far. If I get out of synch
then I will bite the bullet and slow down and get back into synch.
Usually if I get out of synch and I just try to blast down skipping
along the way I will end up in the brush or the Tuff Blocks.
As you near the bottom plan for the right turn, because if you don't
you will get snagged with the rocks and snow fence on the left.
The bottom picture on the right shows a picture of the run from turn
8 to turn 9 from high above. You can see the steep final run up the
hill through turn 8. The bumpy run down to turn 9, the water at the
exit to turn 9, and off to the right you can see turn 11 and the
path the track takes as it leaves the water. You can also see where
I almost called a turn 12 in the stretch, instead I just left the
stretch from turn 11 to 12 as an arc and didn't give it it's own
number.
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Turn 9
What can you say about Turn 9. For most it doesn't even seem like a
turn. For most they know they have taken a close look at the soil. The
track does rut here, a major contributer to getting kicked sideways or
not being able to quite turn. You are building speed and bouncing,
another hindrance to being in control and turning.
Try to aim for the center or slightly right and you should be able
to hit the water square. Usually once you are in the water you are
safe and you can blast to Turn 10, while breathing a sigh of
relieve.
Take your time to look at the pictures on the right. I love the mud
and water, and for a moment I even like being behind somebody, but
only for a moment.
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Turn 10
Turn 10 is a wonder 135 degree right hand turn, that you can just
throw your bike in and slide around it. Even though it is a tight turn
it is sharply banked and up on the side of a hill. Throw the bike in
here, it will stick and blast out of the turn towards turn 11.
The first picture on the right is an overhead view showing the turn
and just how much on the side of a hill it is. Just through the
trees to the fright you can see the table top jump on the way into
turn 12.
As you approach turn 11 you want to almost hit your head on the tree
that you can see in the bottom picture on the right. This picture
also shows how rutted this section can get.
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Turn 11
Turn 11 is a slippery left hander that is a 180 degree turn if you
include the arc into it from the stretch from 10. It is easy to slide
to the outside and get involved with the Tuff Blocks in the turn or in
the landing of the jump that follows immediately upon exit of turn 11.
You are probably better off in staying tight, and swinging out to
the middle of the turn, which will set you up for a jump in center
of the face. It's a step up jump, but you will easily clear the
table part of it. The landing area has a ridge that will have you
bump over it. Try to keep your wheels on the ground and get ready
for the jump into turn 12.
The first picture on the right shows turn 11 from above and down
stream. You can clearly see the upward sweep of turn 10 on the left.
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Turn 12
As you takeoff on the jump into Turn 12 you need to angle towards teh
right. This is a fast turn and you are trying to gain as much speed as
you can. Try to land on the right and make your turn without swinging
wide into the Tuff Blocks.
Picking your path here can make all the difference in the world in
getting to Turn 13 before your competitors. It is tough to find the
right flow here every lap, but there are
options to help you. Depending on your speed you will want to chose
our path to the tight inside right, the inside right, or stay high
to the outside and get to the third roller before you start jumping.
Once you have gotten by the rollers then race to the takeoff into
turn 13. You will want to stay centered and fly to the right as you
set up your landing right at the entrance to turn 13.
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Turn 13
The first picture on the right shows a side view of the run from turn
12 to turn 13. It shows the importance of getting a good run through
the rollers and how quckly turn 13 heads to the right after you land.
Turn 13 brings you back to the start straight and the drop off into
turn 1. I prefer to stay tight to the right and enter turn 1 on the
right.
If this is the last lap then make sure you size up your competition
and setup turn 2 and 3 for a great finish.
In one race I was 2nd of 3 coming to the finish. I knew my race was
going to be made by the last turn. The leader slid wide entering
turn 3. I tightened to sneak inside for the win. I slid too much to
the left and touched the leader. I got kicked sideways, he bobbled
slightly, and then won. The 3rd place guy railed the outside and
came in 2nd as I plodded slowly over the finish line. I went from
certain victory to 3rd in a blink of an eye. I love the finish line
turn.
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