DirtTwister
takes a lap around "Stone Point Round 1"
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Stone Point Round 1 starts out the MotoCareer Supercross Series 1.
There are 3 Supercross series in the game. The first series consists
of 3 SX tracks (Stone Point Round 1, Manchester Round 1, and Fort
Dodge Round 1).
This track is the easiest of the SX tracks in Reflex, but don't let
that fool you. Even easy becomes hard when racing against others.
The faster the track, the more small mistakes cost you. This track
has plenty of opportunities for small mistakes, from the kink in the
first straight that may put you in the Tuff Blocks when you land the
triple, the super sandy straight after turn 6, the long whoop
section after turn 8 followed by a big triple into another kink. to
finally the extremely tricky turn 11 that leads you into the finish
line jump.
This track has many options that work very well, rhythm sections
that have at least two fast rhythms, and even a big triple that
lends itself to double-double on the last straight if you find
yourself eating the dirt in turn 9. There are 3 nice rollers
conveniently placed after the triple to soften that last double if
you have to do the double-double.
As a track maker I have always tried to make tracks that work when
you aren't up to speed. I have hated tracks that had giant jumps and
no reasonable line if you didn't make it, or tracks that caused
tremendous momentum loss if you got out of rhythm with them. To me,
a good track has several fast lines and multiple options that help
you either get back up to speed or gives you options if you are
slightly off pace. This track does well in both cases and provided
just enough stuff to trip you up so that even if you win in a
runaway it probably wasn't flawless.
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The Start
It's a slight uphill out of the gate as you go over a mound that is
between the last straight and the exit to turn 6. It's a bigger
mound then you think. I have included a picture looking back at the
start from the top of the mound and looking back at the mound from
turn 1.
When the gate drops you race up over the mound and as you go down
the backside of the mound you are racing over the exit to turn 6 and
then across the entry to turn 6. At the startAs soon as you get to
the edge of what is turn 5 you start the slight downhill into turn
1. It's a very smooth run into turn 1 with a slight berm on the
outside.
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Turn 1
Turn one is about a 75 degree right hander. This turn definitely
feels like it funnels in right at the end and you are immediately
hit with a small jump at the holeshot line. This is where chaos
happens at the start of an online race. Anyone that stays tight to
the inside of 1 but doesn't complete their turn, will jump across
the track at an angle taking out several riders. The takeoff for
this uneven height saddle with a short takeoff and mini delayed
landing is only a few Tuff Blocks out of turn 2.
At the start, the little kickup is probably not enough to kick you
over the top cleanly or to clean the farthest away landing area. Try
to be as clean as possible here, and head for the takeoff of the
tiple into turn 3. When you come back by here the next time this
will be a quad.
If you get through clean on the start, hold on it won't settle down
until you are on your way to turn 5.
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Turn 2
It is best to stay to the right of the jump at first and when at
speed on the later laps just be sure to head to the right of center
on takeoff. Turn 2 really is a slight turn to the right heading into
the triple. It is easy to get too close to the Tuff Blocks on the
left when landing the triple.
At the start the track is a little rutted to the right and left,
along this stretch It may be a little softer here and easy to get a
shake going on if you are in the ruts. The AI will end up polishing
the center of the takeoff of the triple.
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Turn 3
Turn 3 is a 90 degree turn to the right. The toughest part here is
either jumping too far to the left and getting into the Tuff Blocks
or jumping too far and landing on the flat. If you do jump too far
then be prepared to have to recover quickly with your Reflex
control.
You should be able to decide your line over the next jump, while you
are still in the air. Based on where you are and where your
competition is make your decision and setup you landing based on
that choice.
As you leave turn three you are better off heading to the right, if
you have been clean and have your momentum. The jump from turn 3 to
turn 4 has two options. The right hand side of the takeoff will give
you a lower (faster) trajectory if you have the speed for it. If you
have been messed up by other riders or clipped the bails then you
are probably better off on the left. If you have to take the left at
speed then you probably should ease up before taking off so you
don't over jump or go too high and waste time.
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Turn 4
Entering turn 4 there is a step down delayed landing that if you
clear you will be setup perfectly for turn 4 if you don't you will
hop a little and it will waste time. This is a great turn to rail
around the high side. I usually have to lift a little to stay on
track.
This is almost a 180 and I tend to go from left to right on the exit
to setup for turn 5, making it about a 190. Upon exit you are
heading for an easy double. Where you are on the takeoff of the
double depends on the line you want in the next turn. Plan ahead.
I have some pictures of the right of this turn on the 1st lap and
after 19 laps.
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Turn 5
It's an easy hop from 4 to 5. Turn 5 is a not quite 90 degree left
hander and how you take it and the speed you have will be key to
setting up the rhythm section that follows.
I prefer the left side takeoff so I swing wide on entry and then cut
inside to hop a small double and then triple-double, If I go right I
then to triple-double-double, but spend more time in the air. With
more speed this line is a triple-triple-single. You have to love a
track that several options that work.
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Turn 6
Turn 6 is a fast 180 degree turn and a berm will build up on the
outside. You just go around at top speed. If you are cutting under
others on entry you will probably have to lift until you get matched
up with the berm.
The stretch from 6 to 7 is a soft sandy mess. You will go through it
20 times without a problem and then you will hit it and look like
you have never ridden through it before. The less steering you do
the better. Pick your line and go for it.
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Turn 7
Turn 7 is another fast but tighter 180 degree turn where berm also
builds up on the high side. The first jump down the next stretch has
two options. The right side has a lower takeoff then the left.
Depending on how you made it through the sandy section pick your
line based on which takeoff you want to use and who you are racing.
The next rhythm section works well with either takeoff.
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Turn 8
Turn 8 is similar to turn 6 but tighter and exits onto whoops. These
whoops will byte you. You need to angle across them to the left
because you need to setup up for turn 9 and the final leg to the
finish.
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Turn 9
Turn 9 is a not quite a 180 it opens up a little because the triple
leads to a right kink to get you back to the finish line. It's
really important to setup for turn 9 because it's tight, but you
want to keep your speed up so you can clean the triple that you hit
upon immediately exiting turn 9. Be careful about going too far to
the left you want to aim for the middle of the landing so that you
allow for the right hand turn.
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Turn 10
Turn 10 is a kink in the middle of the final straight. It is right
after the triple's landing and before the much smaller triple of
rollers . Try to be smooth stay on the ground as much as possible to
power down the straight.
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Turn 11
Turn 10 is a kink in the middle of the final straight. It is right
after the triple's landing and before the much smaller triple of
rollers . Try to be smooth stay on the ground as much as possible to
power down the straight.
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Finish
The launch across the finish line is key to having a controlled turn
1R. It is very easy to be too far to the right or left, or jump too
far.
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Turn 1R
This is a very easy turn that is also about 75-80 degrees. How you
do here is really controlled by how you did in turn 11. Once you
have landed and made the turn you head out over the berm that is
there for the start turn 1 and you are heading for another lap.
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