Vehicles , first iteration. (Experimental)
I wanted to preface this, as we are going out with vehicles this soon into their implementation, only to be sure that performance impact is as expected and we can continue on this course. Currently the vehicles (as a feature) are very rough, however the underlying structure is there. Ranging from visual bugs, to physics issues. You can expect anything. We are aware of most of them.
Although the data for parts and some tech is there, the systems need to be configured. You can expect to drive the vehicle, use it for transport of you and your codriver from point A to point B. However for this experimental you dont need to repair anything and you can find vehicles easily. This will not be the case later in their development. We increased the number of available vehicles by a great amount so you can have fun and break them.
Many issues are part of polish that will happen over time. Some of them are critical, thus will have higher priority.
Please use our feedback tracker for any specific cases, with as much data as possible. It does help.
Now to the core of the problems that you can expect with explanation of each and every one (Most of the systems have been rewritten and the development time has been invested into having proper underlying tech for the modules of the new engine)
Wheels overturning is visual bug with animation source and simulation itself . Its annoying, however we do have to ignore it for this experimental. As for other animation bugs. We removed the move in/move out animation for the release and will fix the issues we were having with its implementation. The wheel and doors are animated however the visuals themselves might change.
Most of it is tuning of all the knobs (weight,suspension,force, and a lot more etc.) and finding solutions for problems that are out of the normal range. The results can be go from minor to catastrophic, like, vehicle moving from shooting, player force moving a vehicle, not having right friction and sliding improperly,getting stuck and killing the codriver sometimes. But than again its just tuning (and that takes time). The system is there and its robust (bullet sdk). Some of it is rare, some of it is much more common. Just understand that it will be better in next few weeks
3. Damage system
The vehicle can be damaged , however its rather rudimentary and only a placeholder effect. With more advanced underlying tech introduced later.
4. Driving model
The driving model (sliding and general feel of driving) is again matter of tuning. The underlying system is there and it works well. But it needs more time and dedicated work for the feel to get right. That is a big part of our work on vehicles.
Expect a lot of clipping issues with player gear and objects around in the game. It can range from minor to major issues.
All sounds are placeholders before we set up a proper recording of v3s.
Cars will be persistent in the future (once they are made of parts and repaired). This implementation however focuses more on data gathered from any desync or interaction with network code.
Client crashes can happen, and will happen. Be aware that you can run the client with the option of -dologs to create crash dumps that can be attached to feedback issues. If you do encounter them please report and give us as much information as you can.