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That said, I wouldn't mind taking a second look at this, though a LOT would need to be rewritten to be able to support this with our game, and I don't have plans to make those changes.
http://steamcommunity.com/sharedfiles/filedetails/?id=575930650
http://steamcommunity.com/sharedfiles/filedetails/?id=409078289
(probably more, only two I could think of) The one in Colors isn't that bad, but the ones in Propulsion have a tendency to send you in some odd trajectories sometimes (i think it's likely because of the spinning fit the car goes into when it gets bounced combined with boosting, sending you somewhere off-trajectory)
There's also this map where you have to transfer as if onto a wallride, but onto a saw, and fling off it. This also produces a ton of inconsistent spinning.
As for having a deterministic physics engine, while you won't lose anything by achieving it, I doubt most of the playerbase would even notice the difference. The biggest reason I can see for it would be to iron out edge cases where one player could have a lucky day to get an effectively unbeatable record time.
There are a couple of specifc things you can only accomplish in a deterministic environment, but I don't think this game really needs it.
Haha, I'll look at the too, but we can't exactly count on saw riding being consistant.
completely agree here, adjusting close range popup blockers is a royal pain. We've been meaning to fix this one for ages, and so it's high time to tackle it.
Yeah, I just don't see the benefits outweighing the costs.
The only other physics stuff I can think of would be this where you can slide on the roof across the killgrid. In NR, it was the opposite, you could drive on the killgrid as long as the body of the car never touched it, but in Distance it seems to be that you can side on it with the body as long as the wheels don't touch. No idea if that's even worth fixing though. (and thrusterboosting :P)
Actually nitronic's killgrid was exactly the same as distance. The places youe could drive on were kill boxes, not the main grid. Personally I absolutely love the boat levels. And thrusterboosting... yes, currently tackling that, along with other car balancing issues, part of that includes reading through and responding to that thread, expect that next week.
And, when looking again at the bounce pads, unfortunately, my possible solution isn't possible, ass those are moving so fast that the pads is entirely through the car in less than a frame, so it's really up to whatever Unity's physics decide to do with the car.
Ah sweet, thanks for all the replies and community interaction with this stuff. Would "other car balancing issues" include balancing the other vehicle (separate or filterable leaderboards, per-map per-vehicle)? It'd be great to not have all vehicles on the same board (or least be able to filter to only show a specific vehicle, if it shows them all by default), so you could actually pick which vehicle replays/ghosts you want, after replay mode is out. And people near the top of the boards wouldn't be directly comparing times across multiple vehicles. I always think competition when I hear balancing issues ¯\_(ツ)_/¯
Also, did you see the camera bug in this video whenever I drive off one of the shards? It seems to zoom in on the back of the car for a single frame.
That's pretty hilarious actually xD