On this track I managed just under an 11.5 sec lead at the last time check. This is followed by a near 90 degree left, over a medium jump, and back to the first rhythm section. It then goes into a near 90 degree left, and into a big air triple over semi large jumps.
You then hit the big finish line jump into a big air double, followed immediately by a medium jump double, and into a high, steep, 180 left berm, followed by a long rhythm section with medium jumps I double all the way through. This is followed by a fast whoop section, into a high, steep near 180 left berm, onto a long, fast flat, and into a high, steep near 180 right berm to the finish line. On this section I again temper speed to hit a small double jump, to launch me into a medium size triple jump, then another small double into a high, steep 180 right berm. This takes you to a 90 degree right into a rhythm section. You then can launch off a small jump over a set of two more increasing height small jumps, then drop onto two fast flat sections connected by a 180 left medium size berm.
The trick then is to, as mentioned, temper speed and hit a small jump double, which launches you into back to back medium jump triples, then immediately into a 90 degree left where there's a fairly large berm to use. It starts with a gradual increasing radius left bend on a flat holeshot, which is not too hard to win on this track if timed well. It really only involves tempering your speed going into them to sync your launch spots for the big jumps, something that can take getting used to on the powerful 450 bikes. I felt much more at ease with this track, as it's rhythm and whoop sections are more typical and easier to hit consistently. It's a little harder to distance yourself from the AI on this track vs others due to the difficulty of consistently syncing landings on the rhythm and whoop sections, but I still managed an 8.4 sec lead at the final time check. Here I just leaned hard left and coasted intermittently where the bend tightened radius. This takes you over a medium jump onto a short, fast flat, and into a flat section via a tight right, and a big bend left back to the holeshot. You then hit the big finish line jump into a big air double, and take yet another high, steeply banked berm, which is a near 180 right. So I started weighting forward until I hit the first one, then weighted back, which usually helped me skim over them faster. I find these whoops being of inconsistent spacing and height can send you high and slow you down if you use the typical weight back approach through them. You then have two whoop sections, connected by another high, steeply banked berm, which is a 180 left. This section then ends with a high, steeply banked 180 berm right. This last rhythm section involves a small jump double, then a big jump to triple over two smaller jumps. You then have one small jump to end that section, and a dogleg right immediately after into the next rhythm section. This is enough to bounce me over the next taller medium jump, then double over two small jumps, then take a slightly bigger medium jump to triple jump in the next rhythm section. I usually chose to use the first small jump of this section to bounce jump off the face of the 3rd jump via weighting back.
This takes you over a small jump and immediately into a near 90 degree right through another rhythm section. When I didn't have enough speed for that I sufficed with a weight back skim jump off the front lip of it (with tempered speed when hitting it to avoid bouncing too high). This takes you immediately into a 180 semi shallow right berm, which can make possible a triple jump onto another tabletop if you rail it fast enough. Then you just take a tight left turn and a near 90 degree left on near flat terrain, followed by a small jump that you can on/off onto a tabletop while weighting back. It starts out easy enough with a well timed dash to the holeshot, made quicker with no forward lean. San Diego I would say is an unusual track, as it's rhythm sections can be hard to hit consistently, and even the whoop sections have irregular spacing and height. I have no idea if anyone here is into supercross racing, and all the tactics and lingo that goes with, but I generally post a fairly detailed explanation of how I ride each track, just in case anyone's interested. I'm about 1/3 way into this career, and usually just post two rounds at a time, so I'll post the playlist link, then embed the two rounds I just completed. Well, things seem to be going OK with my GRID 2019 walkthrough, so I'm going to post this one up as well, and probably my Ghostrunner walkthrough as soon as I complete another level.