station.com Sign In / Change User Join Free Why Join? See the world of SONY
   
Search the Knowledge Base Games Community Store My Account Help
Star Wars Galaxies
Game Guides
Sign In  ·  Help
Jump to Page:   1 · 2 · 3 · 4 · 5 · 6 · 7 · 8 · 9 · »  |  Next Page
 
The Guide to Racing in a Circuit *COMPLETED* v2.0   [ Edited ]
Options    Options  
HimFan
Jedi
Posts: 1537
Registered: 06-26-2003


HimFan
PA: RBL Squad
Server: Gorath

Reply 1 of 193

Viewed 24601 times


The Guide to Racing in a Circuit
 
 
This guide is on the new swoop tracks races. You will be getting tips on the tracks to help you get the fastest time. You will get a better understand of the terrain and the turns (plus shortcuts) to be ready to race like a pro.
 
The most importation thing to remember is that these race tracks were added for fun. You cant really "beat" these tracks, its just about getting the fastest time for the day and having fun. You will get a badge if your time beats the best recorded time for the day.
 
EX: Someone gets 360 seconds on the Mos Espa Circuit. You race and get 355 seconds. That means you get a badge. If someone later in the day gets 350 seconds, he gets a badge and you still keep yours. But, everyone after him will have to beat 350 seconds to get a badge.
 
Also, if no one has raced for the day, the set time wont be very high. So, all you would need to do is complete the race in a reasonable amount of time to get your badge. If this happens, be nice and do the track at a slower pace so others during the day can get their badges too.
 
Side Notes:
 
After talking with the Race Coordinator (3PO Droid), the music will begin and clock will start.
 
As you pass each WP, your time (in seconds) will be displayed along with what leg of the race you are on (12th WP of 16 WPs). Your next WP will be activated as soon as you reach your current one.
 
Getting attacked stops the cool racing music until you reach your next WP.
 
A fast computer maybe the key to victory. With things like houses and MOBs loading up on the fly, slower connections may have things jumping up 2 meters in front of you. Little things like hitting a house or taking a quick turn and riding up hill can cost you the few seconds you needed to win.
 
I recommend that you test ride whatever track you are racing on first, then start the race. This way, your computer will load all the textures needed and wont lag up your computer when racing.
 
Once you have reached your last WP (16th WP of 16 WPs), you will still need to race to the finish line.
 
 
 
NSpeed Hackers BewareN
 
Using a speed hack when racing can get you banned. A hacker can be spotted very easily when they use then. If someone's time is way below normal (as in 15 seconds or more less then a time you know you did your best in), report it. Lets not let these cheaters get away with screwing everyone over.

Message Edited by HimFan on 12-19-2004 06:40 PM

4Tearfin The-Wise Smuggler Gorath3
4
Magius The-Great Jedi Gorath3
4The Hermit/Racing Guide
3
The original firespray crafter ©

07-06-2004 10:34 PM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.1   [ Edited ]
Options    Options  
HimFan
Jedi
Posts: 1537
Registered: 06-26-2003


HimFan
PA: RBL Squad
Server: Gorath

Reply 2 of 193

Viewed 20990 times


Mos Espa Circuit

 

Mos Espa Race Track Map

Starting Location: Tatooine 2380 5000

¥Notice¥

If anyone that has a home in the direct path of the race track is reading this, please move it. This is the only track where player houses can get in the way. Be kind and make a path for people to get by, even if you own a player city. Ask around. You don't have to move to another planet, just make a path so we wont be hitting houses when they load 2 meters in front of us.

Thank You.

Track Info:

If the information in my databanks are accurate, during the last decades of the Old Republic podraces were run on this track. The series was formed and controlled by the Hutts many years ago. Following the decline of podracing's popularity, this track was more or less abandoned by the Hutts. It was eventually taken over by a small band of swoop racers, who used it to stage a regular series of semi-legitimate races.

Its called Mos Espa Circuit but its north of Mos Entha. Go figure.

AV-21s will do a lot better in this course then a swoop for 2 reasons. One, there's a hill in one part of the race that will kill swoop bikes. Two, AV-21s can "wall ride" and "cut corners" without losing speed, unlike swoops.

Out of all the race courses, this is the only "real" track. The others are "made up" by using locations with WP set around them.

This is also the only track that has high level MOBs spawning around it. Everything from worrts to Tuskens can pop up. Bring armor if you have it. You might even need buffs on a bad day. Be mindful of the bocatts that can hit you with one shot Knock Downs and Posture Changes.

Because this area is open to spawns, stay away from "pre spawned" camps. If you see a camp site with flat ground around it, don't ride into it. A wall might pop up out of nowhere.

The race track has more then a few places that people could have placed homes. By doing a test drive around the track first, you can take note where homes are placed so you will know where to swerve in the real race.

Guide:

Leg 1: Start - Waldo Flats

As you start, hug the left turn around the 2 big rocks formations. Don't let the wide track pull you into the middle, head to the right wall as you barrel down the trench.

Leg 2: Waldo Flats - Waldo Grade

Once at the large opening, hug the right turn quickly. This turn seems to pop out of nowhere. Once you have turned, you will be heading down a thin trench.

Leg 3: Waldo Grade - Mushroom Mesa

Once you have pasted your turn at Waldo Grade, slowly start to make your way to the left wall. Stick to the left wall after you have taken the next turn. Once you have past the hard left you will be looking at the opening of the trench at Mushroom Mesa.

Leg 4: Mushroom Mesa - Ebe Crater Valley

Once you have shot out of the opening, remember the locations to any houses that were placed. If there weren't any in your way to swerve around, head straight to the next WP and get ready to drop.

Leg 5: Ebe Crater Valley - The Notch

The Crater Valley is very tricky. If your riding a swoop, try to doge the pot holes. There's a few in the way that could slow you down a few if you get caught up in them. Head right to the opening at the end of the valley

Leg 6: The Notch - Diablo Cut

This leg of the race will be hell for anyone in a swoop. Swoops have the lowest Terrain Negotiation, so getting up this next hill will be a challenge. Try to stick to the right side after you hit the top of the hill. Once there, slowly make your way to the left side for the next turn.

Leg 7: Diablo Cut - Beggar's Canyon

After you hit Diablo Cut, make your way to the right side for the next turn. Once you have taken the turn, head back to the left side to get ready for Beggar's Canyon. Hug the left turn, this saves time over flying to the WP in the middle of the road.

Leg 8: Beggar's Canyon - Desert Plain

After a short stretch, there's a turn. Its not really much of a turn. You could easily just fly straight into the next WP, keeping to the left.

Leg 9: Desert Plain - Arch Canyon

Once you turned on Desert Plain, keep left. Don't let the wide road fool you. Stay left and hit the next turn as fast as you can.

Leg 10: Arch Canyon - The Whip

After you have pasted Arch Canyon, you will see many... arches. Head though the left most arch and straight into the next WP.

Leg 11: The Whip - Jag Crag Gorge

Once at The Whip, stick to the right until the wide open turn. Keep hanging to the right even after the turn.

Leg 12: Jag Crag Gorge - Canyon Dune Turn

After Jag Crag Gorge, slowly start making your way to the left for the next turn. After the turn, keep sticking left until Canyon Dune Turn.

Leg 13: Canyon Dune Turn - Jett's Chute

Once again, stay left until the next turn. Slowly make your way to the right for your next turn. After that turn, stay right  despite Jett's Chute WP being in the middle of the road.

Leg 14: Jett's Chute - Devil's Doorknob

After the right turn past Jett's Chute. Slowly make your way to the left as you come to the opening at Devil's Doorknob.

Leg 15: Devil's Doorknob - Hutt Flats

After the heading out of the opening, head right to the next WP. The small bumps in the road shouldn't effect your time.

Leg 16: Hutt Flats - Finish Line

Hug the wall past the 2 rock formations at Hutt Flats. Don't go all the way to the top of the hill. Just ride along the side without letting your vehicle slow down. After the short wall ride, turn to the left at the 2 rock formations. After this, you are home free. Just head to the Finish Line and you are done.

If you have any corrections or additional info to add, please reply to this thread or PM me.


Keren City Circuit
 
 
 
Starting Location: Naboo 1396 2686
 
Track Info:
 
This circuit will take you winding through the narrow bridges and streets of Keren and it is favored by the more technically minded racer. Focusing more on finesse then it does raw speed this course will definately challenge your racing skills. Due to the danger street racing poses to pedestrians, the RSF does not approve of this activity so participation is at your own risk.
 
This track is all super sharp turns. You might want to use the map to get to know the track before you race in it because it is so tightly packed. Its not like you will have time to see where the next WP will pop up. You must know the next location.
 
An AV-21 will be no better then a swoop in this race. There is only one hill in the track and its so short that you can fly up it without missing a step.
 
Your computer will die if you don't test run this track. This city has a few big buildings that need to be loaded before you start racing.
 
Guide:
 
Leg 1: Start - South Pedestrian Bridge
 
After you get on your bike, turn right at the starport entrance. South Pedestrian Bridge WP will be on the bridge, BUT you don't need to go on the bridge. Just ride alongside the right side of bridge to get the first leg.
 
Leg 2: South Pedestrian Bridge - Pedestrian Bridge Egress
 
Head straight over water to the next WP.
 
Leg 3: Pedestrian Bridge Egress - Hotel Lane
 
After you have past the bridge, go between the right side of guild hall that's in front of you. Just head straight to the next WP and get ready to enter the bridge.
 
Leg 4: Hotel Lane - Cloning Facility Byway
 
After the bridge, turn right to the next WP and another bridge.
 
Leg 5: Cloning Facility Byway - Medical Centre Circle
 
After another bridge, ride alongside the boardwalk that covers the river. Ride to the end of the curve where the WP is with... another bridge.
 
Leg 6: Medical Centre Circle - Guild Complex Terrace
 
After this bridge, you have to go halfway back the way you came but on the other side of the river. This time the WP comes with... another bridge.
 
Leg 7: Guild Complex Terrace - East Pedestrian Bridge
 
After that bridge, take a left around the med center. But this time the WP is by a bridge.
 
Leg 8: East Pedestrian Bridge - Riverside Causeway
 
Head straight to next WP. Watch the hill.
 
Leg 9: Riverside Causeway - North Pedestrian Bridge
 
Turn left and head to the next WP, by a god damn bridge.
 
Leg 10: North Pedestrian Bridge - Falls Overlook
 
Head straight next WP with a, you guessed it, bridge.
 
Leg 11: Falls Overlook - Finishing Line
 
Head over the water and take a left at the starport entrance to the Finish Line.
 
I would like to thank Almagill for his help on this one. Couldnt have done it without him. 
 
If you have any corrections or additional info to add, please reply to this thread or PM me.

Message Edited by HimFan on 12-19-2004 03:10 AM

4Tearfin The-Wise Smuggler Gorath3
4
Magius The-Great Jedi Gorath3
4The Hermit/Racing Guide
3
The original firespray crafter ©

07-06-2004 10:35 PM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.1   [ Edited ]
Options    Options  
HimFan
Jedi
Posts: 1537
Registered: 06-26-2003


HimFan
PA: RBL Squad
Server: Gorath

Reply 3 of 193

Viewed 21018 times


Narmle Circuit
 
 
 
Starting Location: Rori -4975 -2227
 
Track Info:
 
Legends say that this track retraces the route used by local smuggler, Trein Veltin as he tried to elude authorities intent on his arrest. Weaving through the streets desperately trying to lose his pursuers he made it out of the city. Unfortunately his escape was cut short due to a fatal collision with a flesh eating chuba. Since that time many have made the run in his memory. Eventually it became a semi-formal track for a thoroughly illegal street race.
 
Once again you are in a city. You might want to do a test run of the track before you start so your computer wont lag in the middle of the race.
 
A few waypoints are right on top of argo MOBs. Might want to at lest be wearing armor.
 
Tight turns might be hard to pull off in an AV-21.
 
Guide:
 
Leg 1: Start - Southern Archway
 
After your done talking with the droid, take the first right in between the two buildings. Run along side of the big guild hall (theater) stright into the first waypoint of the side of the guild hall.
 
Leg 2: Southern Archway - Crafter's Alley
 
Pull a "U"ie around the back of the guild hall to the opposite side. The waypoint is in a small side alley.
 
Leg 3 : Crafter's Alley - Hotel Square
 
Drive around the building in front of you to the next waypoint.
 
Leg 4: Hotel Square - Academy Row
 
Head stright through the courtyard. Try to sneak in between the back of the hotel and the other building. Its a tight spot, try not to hit anything.
 
Leg 5: Academy Row - The Back Alley
 
Head between the two guild halls and take a right and get ready to make another.
 
Leg 6: The Back Alley - Overlook Entrance
 
Head stright and go up the bridge that shaped like an "o".
 
Leg 7: Overlook Entrance - Overlook
 
Just keep driving over the bridge.
 
Leg 8: Overlook - Overlook Egress
 
Make your way off the bridge.
 
Leg 9: Overlook Egress - Vendor's Alley
 
Pull a 180 and make a left behide the Med Center.
 
Leg 10: Vendor's Alley - Rorgungan Ruins
 
Head stright through the ruins on the side of the starport.
 
Leg 11: Rorgungan Ruins - The Forgotten Heroes
 
Head through the ruins in the back of the starport. Get read to go outside of the town.
 
Leg 12: The Forgotten Heroes - Garyn's Lookout
 
The waypoint is right on top of an argo MOB spawn. Just keep moving.
 
Leg 13: Garyn's Lookout - Squall Patch
 
Turn right and keep going. Once you get to the waypoint, there are tons of little squalls around. Cute.
 
Leg 14: Squall Patch - Chuba Grove
 
Getting to this waypiont is tricky. You will go right through more agro MOBs and a few trees. Do your best to get around this to the next waypoint with little chuba spawns.
 
Leg 15: Chuba Grove - Cloning Facility
 
Just keep going until you get to the entrance of the cloning center.
 
Leg 16: Cloning Facility - Finish Line
 
Head around the few buildings you past when you started the race back to the droid.
 
If you have any corrections or additional info to add, please reply to this thread or PM me.
 
 
 
 
 
 

 
 
 
 
 
Lok Circuit
 
 
 
Starting Location: Lok 630 5055
 
Track Info:
 
This is one of the longest and most arduous races in the galaxy. Don't bother with it unless you have the time and stamina. The Empire doesn't come here often, so it gets a lot of use from swoopers looking for an illegal race. The trouble is most of them do not complete the marathon. Beware of dangerous beasts, pirates, confusing mazes and a very large and active volcano.
 
This track is VERY VERY big (25+ mins). I hope you have the time and skill.
 
Bring armor and an AV-21 (must).
 
Guide:
 
Leg 1: Start - Corsair Flow
 
Just head to the first waypoint
 
Leg 2: Corsair Flow - Mosseru Run
 
Just keep heading down the river to the next leg.
 
Leg 3: Mosseru Run - The Labyrinth
 
The next spot is about 4k away. If you have an AV-21, just set her on auto pilot. Oh, but once you get there you have to make your way through The Great Maze of Lok (Map). Once you get to the center, you have to get out. I can see many losing by just a few seconds because they couldnt get out of the damn thing.
 
Leg 4: The Labyrinth - The Old Great Wall
 
Head out of the maze to the next waypoint. Easy.
 
Leg 5: The Old Great Wall - Base of Mount Chaolt
 
Once you get to wall, head to the next waypiont. Once you get there, some cool music should play.
 
Leg 6: Base of Mount Chaolt - Mouth of the Beast
 
Get ready to hike because your going up a hill. This will kill swoop riders. Guess what? More cool Music.
 
Leg 7: Mouth of the Beast - East Rim
 
Just keep going, nothing new.
 
Leg 8: East Rim - South Rim
 
Move along.
 
Leg 9: South Rim - West Rim
 
Move along.
 
Leg 10: West Rim - Kedarin Highlands
 
Off the volcano and to the river.
 
Leg 11: Kedarin Highlands - Spine Snake River
 
Dont cross the river, keep the right and head to the next leg.
 
Leg 12: Spine Snake River - Perlek Patch
 
Now you must cross the river to get to the island.
 
Leg 13: Perlek Patch - Nine Day Island
 
Off the island and start back home.
 
Leg 14: Nine Day Island - Grendin River
 
Just keep heading up the river.
 
Leg 15: Grendin River - Smuggler's Bend
 
Move along.
 
Leg 16: Smuggler's Bend - Stronghold Boundary
 
Move along.
 
Leg 17: Stronghold Boundary - West Gate
 
Head to the gate.
 
Leg 18: West Gate - Finish Line

Head back to the droid and finish the race.

If you have any corrections or additional info to add, please reply to this thread or PM me.

Message Edited by HimFan on 01-07-2005 10:50 PM

4Tearfin The-Wise Smuggler Gorath3
4
Magius The-Great Jedi Gorath3
4The Hermit/Racing Guide
3
The original firespray crafter ©

07-06-2004 10:35 PM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.1   [ Edited ]
Options    Options  
HimFan
Jedi
Posts: 1537
Registered: 06-26-2003


HimFan
PA: RBL Squad
Server: Gorath

Reply 4 of 193

Viewed 21037 times


Agrilat Swamp Circuit
 
 
Staring Location: Corellia 1680 4700
 
Track Info:
 
This dangerous course was used for illegal races many years ago. Hot springs, deadly updrafts and sharp crystalline underbrush make it a particularly hazardous course. Until recently, there haven't been many races since the near-death of a swoop jockey named Dengar. If memory serves, it was a very exciting match between him and someone called Solo.
 
The whole area is very fogy, all the time.
 
There isn't much of a track here. There are bumps and hills everywhere.
 
An AV-21 will kill a swoop.
 
Guide:
 
There is no track! Nothing I could talk about.
 
Just fly from WP to WP. If your on a swoop, just try to dodge the rock formations and larger hills. The fog makes some of the formations pop up very close.
 
If you have a AV-21, the only thing you need to worry about are the rocks and the tight turns.
 
If you have any corrections or additional info to add, please reply to this thread or PM me.


Nashal Circuit

Nashal Circuit Map

Starting Location: Talus 4199 5286

Track Info:

Mostly this track has been used for recreation and youth races; very few professional events have been staged here. The course primarily sticks to major waterways around Nashal and therefore is impractical for mount or foot racing. On a hover vehicle, it is considered a delightful afternoon outing.

This whole race takes place over water/river. Its sometime best to drive along side of river instead of driver over it.

The waypoints are named after a few of the devs/mods.

Use an AV-21 if you have one.

Guide:

Once again, this track is mostly reasoning. Its up to you if you think riding in the river will get you a better time or if riding off to the side will. Its a big track so I dont really think it will matter.

If you have any corrections or additional info to add, please reply to this thread or PM me.

Message Edited by HimFan on 01-07-2005 10:53 PM

4Tearfin The-Wise Smuggler Gorath3
4
Magius The-Great Jedi Gorath3
4The Hermit/Racing Guide
3
The original firespray crafter ©

07-06-2004 10:35 PM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.1
Options    Options  
HalloranElder
SWG Lieutenant
Posts: 380
Registered: 07-27-2003


HalloranElder
PA: Galactic Trade Council
Server: Valcyn

Reply 5 of 193

Viewed 20989 times



HimFan wrote:
Also, if no one has raced for the day, there will be no set time. So, all you would need to do is complete the race to get your badge. If this happens, be nice and do the track at a slower pace so others during the day can get there badge too.

Not quite. The Dev's have stated that each track has a basic lap time that you need to beat to get the first badge of the day. No idea what those times are, but they are supposedly there.

Enjoy
Aj
----------------------------------------
Shop (Valcyn Server) - Amyrlin, Naboo (-235 3731) specialising in vehicles, vehicle customisation kits, furniture, installations and housing.
Chali Eld'r: Human Master Artisan, Master Architect - Halloran Eld'r: Human Novice Entertainer - Aj: Human Master Geek, Master Wierdo
07-06-2004 11:44 PM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.1
Options    Options  
Flatfingers
Jedi
Posts: 1914
Registered: 06-28-2003


Flatfingers
PA: (none)
Server: Radiant

Reply 6 of 193

Viewed 20885 times


Riding the track once (before starting the actual race) to load the textures is a good idea.

I suspect that turning down all your graphical and terrain settings to their absolute minimums will probably be helpful, too. What will be particularly interesting will be to see which tracks are most affected by this: the two big countryside tracks, or the Keren city track, since there are different graphical optimizations for landscape vs. buildings/NPCs.

--Flatfingers

07-07-2004 09:48 AM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.1
Options    Options  
DarthRusel
SWG Commander
Posts: 286
Registered: 06-27-2003


DarthRusel

Reply 7 of 193

Viewed 20891 times


good start.
 
i need to get on TC and try these out.  Maybe someone will let me borrow their bike
07-07-2004 10:00 AM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.1
Options    Options  
Yotto
SWG Petty Officer
Posts: 367
Registered: 02-11-2004


Yotto

Reply 8 of 193

Viewed 20869 times


is this live yet?
cause i checked the wp for tat and nothing related with a race was there...
 
 
 
Yotto Waki
07-07-2004 10:18 AM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.1
Options    Options  
Curgenven
SWG Commander
Posts: 422
Registered: 06-30-2003


Curgenven
PA: MI
Server: Wanderhome

Reply 9 of 193

Viewed 20913 times


Nice post, as far as I know this is till on Test only Yotto
07-07-2004 10:25 AM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.1
Options    Options  
Death-to-false-metal
Jedi
Posts: 568
Registered: 11-17-2003


Death-to-false-metal
PA: Eutopia
Server: Infinity

Reply 10 of 193

Viewed 20841 times


You got to love this guy - great guides - keep it up!  You saved me a LOT of grief with that Hermit Quest guide!
 
/deepbow


Vekra [ No, not a nOOb, just rubbish ]

Vekro [ Bounty Hunter ]

____________________________________________________________


07-07-2004 02:27 PM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.1
Options    Options  
RonsterA
Jedi
Posts: 1911
Registered: 07-07-2003


RonsterA
PA: SWAT
Server: Tempest

Reply 11 of 193

Viewed 20859 times


lol...Id still be stuck in the desert w/o his Hero guide!!

Zedig - 9 Squadrons Master Pilot/Jedi * 191 Badges & counting!
Porta - ex-Master Doctor

xnnnnn79*n*e*r*f*e*d*u*n*t*i*l*f*u*r*t*h*u*r*n*o*t*i*c*e*
07-07-2004 03:08 PM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.1
Options    Options  
mills9
SWG Chief Petty Officer
Posts: 210
Registered: 09-28-2003


mills9

Reply 12 of 193

Viewed 20803 times


Thanks, great start on the guide.
07-07-2004 04:37 PM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.1
Options    Options  
Eposh
SWG Second Lieutenant
Posts: 351
Registered: 09-10-2003


Eposh
PA: Council of Vengeance
Server: Sunrunner

Reply 13 of 193

Viewed 20849 times


Can't wait to see this guide finished, I'm interested to see how these "races" will be implemented.

Romo - Combat Smuggler - Sunrunner
Teras Kasi Master/Master Smuggler/Master Pistoleer
07-07-2004 04:41 PM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.1
Options    Options  
HimFan
Jedi
Posts: 1537
Registered: 06-26-2003


HimFan
PA: RBL Squad
Server: Gorath

Reply 14 of 193

Viewed 20777 times


Just added Mos Espa Circuit. Let me know if theres any typos or anything (turn left not right)
 
 
Also:
 
I hate to be a beggar, but im starting to dry up here. I spent over 50k on putting the hermit quest guide together and im starting to run low. Keep in mind that this is my TC character that I have had ever since the day I got this game. I only have unarmed 3 and pistols 4 to be making my money with (still grinding unarmed 4). Even once I hit smuggler, I wont be making more money, just dieing less . I been spending the last bits of what I had been storing ever since launch on my swoop and travel fees. My swoop has been taking a beating and it almost doesnt pay to run a mission and get paid 700cr. I dont have the time I used to when the game first launched. Every second im on my computer lately has been setting up info for these guides.
 
I know my guides have been helpful to many of you. If you happen to play on TC and could spare anything, please do. 500 - 1kcr can go a long way.
 
Thank You and I hope my guides remain helpful to you all.

4Tearfin The-Wise Smuggler Gorath3
4
Magius The-Great Jedi Gorath3
4The Hermit/Racing Guide
3
The original firespray crafter ©

07-07-2004 11:11 PM  

Report Abuse to a Moderator
 
Re: The Guide to Racing in a Circuit v0.6
Options    Options  
EnSab
Jedi
Posts: 636
Registered: 06-27-2003


EnSab
PA: VaM
Server: Eclipse

Reply 15 of 193

Viewed 20731 times


Your really doing a great job with the guides! Let's see if we can give you some credits on TC to help you test these out.
07-08-2004 12:36 AM  

Report Abuse to a Moderator
Jump to Page:   1 · 2 · 3 · 4 · 5 · 6 · 7 · 8 · 9 · »  |  Next Page
Also check out the Friday Features on the swoop tracks! "Old Swoop Tracks" Jul. 2nd, 2004 Friday Feature "Swoop Tracks 4-6" Jan. 7th, 2005 Friday Feature -Biophilia