I need to know how to make absolutely seamless curved surf ramps that will have no chance (or an extremely low chance) of stopping a player mid-surf. I'm attempting to create something akin to the 2nd jump of the first course on BAQu_a2: a large inward circular curve.
My current method is identical to this one
but all the operations are horizontal rather than vertical, if that makes sense (i.e. rotations on the z-axis, the clip tool is applied from the top view).
However, when I line up the ramps so that the edges are coincident, there's massive and frequent loss of speed; they appear smooth, but they are not smooth at all. Slightly overlapping the edges makes surfing in the overlapped direction smoother, but not without frequent bumps. BAQu's jurfs have the occasional, very rare ramp glitch, but they are nothing like this. Can anyone let me in on the secret to making these things well?