Build a Custom Track in FPVSIM

FPVSIM SimulatorTrack Building14:15
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Create a custom FPV race course from the ground up using FPVSIM's track-building tools.

What this tutorial covers

This guide walks through a complete FPVSIM custom-track build: cloning a starting track, learning the editor controls, placing gates and checkpoints, defining the route, test-flying it, and publishing it for other pilots.

Build the route before decorating it. A simple, flyable line is easier to validate than a detailed scene with missing or misordered checkpoints. Save often and test every major change.

Before you start

  • Sign in to FPVSIM so the cloned track can be saved to your account.
  • Start from a track and scene that are close to the environment you want to build.
  • Use a mouse with left, right, and middle buttons if possible; it makes editor navigation much easier.
  • Plan a short first version. You can add scenery and technical sections after the lap completes correctly.

Build the track

  1. Clone a starting track

    Open the track menu, choose Clone, and then use the pencil edit control to enter the track editor. Cloning preserves the original while giving you an editable copy.

  2. Rename and save the copy

    Give the track a recognizable name, save it, and mark it as a favorite if you want quick access while iterating.

  3. Clear elements you do not need

    Select old objects and delete them until you have a useful starting area. Keep anything that helps establish scale or the intended route.

  4. Learn the camera and object controls

    Drag with the left mouse button to rotate the view, the right button to pan, and the middle button or wheel to zoom. Select an object and use G to move, R to rotate, S to scale, and D to duplicate it.

  5. Place a start gate

    Add the start gate and orient it so the direction indicator points along the first leg of the course. A regular gate includes its own checkpoint.

  6. Add special obstacles and checkpoints

    Dive gates and similar visual obstacles do not automatically define a scoring checkpoint. Add a separate checkpoint and resize it to cover the intended valid flight path.

  7. Build multi-part features carefully

    A ladder or stacked feature may need more than one checkpoint. Duplicate, move, rotate, and scale the parts, then confirm that every required passage is represented in the checkpoint list.

  8. Add panels and visual blockers

    Panels can prevent pilots from taking an unintended shortcut and can make the intended line easier to read. Keep their collision and sight lines in mind while placing them.

  9. Put checkpoints in lap order

    The checkpoint list defines the route sequence. Reorder items so the first checkpoint follows the start and every later item matches the line a pilot should fly.

  10. Review and test-fly

    Inspect the whole route from the editor, save, and fly a lap. Return to the editor to fix gates that are hard to see, checkpoints that are too small, or lines that invite an accidental cut.

  11. Publish when the route is ready

    Open the track's three-dot menu and choose the publish action. Confirm that it appears in the Public area and remains playable from a fresh launch.

Practical editing tips

  • Use Undo and Redo immediately after an accidental move or deletion rather than trying to reconstruct the old placement by eye.
  • Make each checkpoint large enough to recognize a legitimate line, but not so large that it accepts a shortcut around the obstacle.
  • Save before switching from editing to flying and again before publishing.
  • Test with the same camera and vehicle settings your intended pilots are likely to use.
  • Add visual detail only after the start, checkpoint order, and finish behavior are reliable.

Edited transcript

This transcript has been cleaned for readability and follows the complete build demonstrated in the video.

00:00–01:00

Sign in, choose an existing track as the starting point, open its menu, and clone it. Open the cloned copy with the pencil icon, rename it, save it, and favorite it if that will make repeated editing easier.

01:01–02:38

Remove the existing track pieces you do not want. The Help panel summarizes editor navigation: use the left mouse button to rotate the view, the right button to pan, and the middle control to zoom.

02:39–03:38

The main object shortcuts are G for move, R for rotate, S for scale, and D for duplicate. The editor also provides Undo, Redo, Delete, and Save controls.

03:39–04:53

Add a start gate and use its direction marker to point pilots toward the first part of the course. Move and rotate the gate until it aligns with the desired line.

04:54–06:07

Regular gates include checkpoints, but a dive gate needs a separate checkpoint. Add one, place it at the obstacle, and scale it so the valid line passes through it without accepting an obvious shortcut.

06:08–08:34

Duplicate and transform objects to build the next sequence. A ladder-style feature can use multiple checkpoints, so create and position each checkpoint deliberately rather than relying on the visible obstacle alone.

08:35–10:00

Add panels where they help define the route or block an unintended path. Continue using move, rotate, scale, and duplicate to form a readable course.

10:01–11:28

Review the checkpoint list. Its order determines the order counted during a lap, so move each checkpoint into the sequence a pilot encounters after crossing the start gate.

11:29–12:20

Save the track and inspect the route as a whole. Look for missing checkpoint coverage, awkward approaches, and places where a pilot could bypass an obstacle.

12:21–13:44

Fly the track, then return to edit mode and refine it. Testing exposes scale, visibility, and checkpoint problems that are difficult to judge from the editor camera alone.

13:45–14:05

When the course works as intended, use the track menu to publish it. The finished track becomes available from the Public track list.

Frequently asked questions

Why should I clone an existing track?

Cloning gives you a saved, editable copy and preserves the original. It is also a quick way to begin in the scene and environment you want.

Does every gate need a separate checkpoint?

No. The regular gate demonstrated in the video includes a checkpoint. Special visual obstacles such as the dive gate may require a separate checkpoint.

What determines the order of a lap?

The checkpoint list does. Arrange it in the exact order pilots should cross the checkpoints after the start.

How large should a checkpoint be?

It should cover the intended legal line through the obstacle without extending so far that a pilot can cut around it and still receive credit.

When should I publish the track?

Publish only after saving, completing several clean test laps, and confirming the checkpoint order and shortcut protection.

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