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Raportează o problemă de traducere
however i might of been distracted by the new sounds
edit.
um, you've been pressing the shift right ?
According to the wiki the bike has a speed of 5 without stamina and 10 while using stamina. The minibike has a speed of 7 without shift and 10 with it, but it isn't limited by stamina, it also has 3 times as much storage space.
The player has a base speed of 3.5 while walking and 7 while sprinting. So the minibike is like 50% faster than a sprinting player and not limited by stamina. Motocycles and 4x4s are speed 14, and gyros are 15, and these are all without mods.
The main benefit of vehicles though is loot transportation, they have a large inventory and allow you to fully encumber your character and still travel at full/faster speed. Even the humble bicycle is a massive boost in early game loot transportation even if the base speed bonus feels marginal, because it's much faster than a fully encumbered player.
As for why they are so slow relative to what you might expect, that's because voxel based games are notoriously slow at loading terrain and if you move faster than the voxels load you generally fall through the world or they have to constantly lock you in place to load the voxels in front of you to prevent that. Max speed is then determined by the "minimum hardware" expected to be playing the game, which is going to be people on HDDs and consoles. Most of us could probably double or triple the speed without issue, but a potato on minimum requirements would have a terrible game-breaking time trying to move around any faster than like 20 tiles per second most likely.
Bicycles have a max velocity of 6/8.5 (normal/turbo), Minibikes has a max velocity of 7/9.2. The "turbo" velocity is what is shown in game for vehicles (rounded down), so if you open the bike's stat window it shows "8m/s (Slow)", while the minibike shows "9m/s (Normal)". If you change the XML so that the turbo velocity of a bike is 20, the in game speed displayed changes to 20m/s.
There is also one other factor to consider with vehicles: motorTorque. The motorTorque value in the XML controls acceleration. Interestingly enough, a bicycle has a higher motorTorque value than a minibike does (560 bike vs 400 minibike for normal mode, 750 vs 560 for turbo), at least when moving forwards. By comparison the motorcycle's motorTorque is 1400/2100 and the 4x4 is 3500/4500.
If anybody ever wonders why the minibike feels so sluggish, particularly when accelerating, that low motorTorque value is what is doing it. Bumping that value up, even with the same max velocity, makes the minibike feel a bit better. It still sucks, but it doesn't feel like you are driving through sand.
You need to find one first.
And that fecker is rare...
By the time i actually find a blueprint for one I'm usually already in late game and have Gyrocopter already crafted.
lmao, true!
If you drop items while someone else (not a session host) is driving the 4x4, you can make it flip, spin and fly a bit.. Might also kill them for some reason.
The vehicle physics are awful.
The motorcycle and gyro are the only vehicles I bother with. I grew up riding, so an overpowered, tail happy motorcycle ain't nothing. I like being able to whip and drift. Makes it east to loot and scoot. It's fast and sleek, and fits through narrow gaps.
Then there's the 4x4. Looks great, sounds OK, and has issues driving over a wet cigarette butt. Think I built a small fleet for my working drive-in theater back in A17. I was kinda surprised to see TFP feature a 4x4 flopping around like a fish out of water in the 1.0 release vid. Other than multiplayer seating, I'd rather pound my balls flat with a wooden mallet than drive it.