I think I will split the middle ground here...(as far as jumps are concerned).
I don't mind jumps, (this is off-road) so long as they are well thought out.
I made mistakes on the jumps, but then again I was taking the risk by trying to clear them in one. I could of rolled over most of them, without making mistakes safely - so I understand pidges risk and reward theory.
My must have/be criteria for jumps should be..
1) They are made out of flexible materials that allow some 'give' (well done here Newbury/MK GP)
2) There is always an opt out jump option (to roll the jump should you actually have to... This covers your mixed ability/mere mortal drivers, so if they massively overjump the jump (taking the risk) and break their car, its their fault, not yours(club). As I have mentioned earlier, this was my only criticism of the cross over jump. All the other jumps could be rolled if necessary. This allows the top guys to have fun on jumps, without demoralising the lower ability drivers, allowing them to roll if necessary.
3) A suitably large enough landing area, that is not car destroying (i.e. not onto hard concrete slabs, etc etc - again newbury did well with this the majority of the time, but I thought the landing area for a very critical cross-over jump was not quite big enough. I understand that you were trying to slow the cars down for this by making it smaller, but it was easily clearable with a little more throttle on board. Again the problem lied here with that you had no option to opt out of it/roll it. The big dome jump was excellent in this regard.
4) Not having jumps that jump towards each other, with very little track seperation. This problem was mainly to do with the limited space in the hall, and trying to make enough features, but again the problem lied with the cross-over jump, and people over-jumping it, which it was easily clearable, but too close to the other jump, in front of the rostrum.
The rest of the track was ace, a real challenge. My only moan, which I stated earlier was the cross over jump.
To balance the jump/driver ability problem out, just keep the jumps in, but make them a bit 'simpler'. Those 'kickers' were ace jumps, which gave good air, but combined with the other ramps afterwards, just made it a tad too difficult for the lesser drivers.
I hope that these comments are taken on board for next time...
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