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The true is that the cars aren't jet-propulsed at any time except when you use the boost. Yeah, the jet engine seems to be "pushing", but since they affect 0% the direction while mid-air, those "jet engines" aren't propulsing the cars. The wheels are doing 100% of the job of pushing the car. (Otherwise, whenever the car is in the air and rotating, it would push the car around like a rocket.)
You could see the jet-engine, when not in boost, as simple exhausts points.
So, yeah, when boosting, it would be counter productive (but then again could be used in some creative way by going reverse and using a boost to "slow down" temporary and do something funky at the racers behind or using it for accessing somewhere.)
It's wouldn't be a game-breaking feature neither because reverse is, currently, rarely used. You mostly only use it when you crash into some wall and can't move out without moving back. (Slowing down, while it uses the same "key" isn't related to reverse either.)
This would simply make air-landing a lot more creative and interesting.
Each car would reverse at the same speed and acceleration as how them currently move forward. Nothing glitchy or impossible or even hard to implement within the current systems.
This same-speed-reverse isn't even anormal considering that all the mini-cars (radio-controlled) that has the same kind of movements as in GRIP has this feature.
Your point about the F-18 isn't far-fetched, but it's not totally relevant either as those cars are made to move forward only. (Reverse was only added to allow the car to reverse, if possible, out of the track in case of an accident.) In the case of GRIP, the wheels can rotate on both direction at the same speed since it's required to allow the car to turn upside-down and still reach the same speed.
Still, this is only a suggestion which, in my case if it was applied, would make me try a lot more thing and mastering many tricks. You could see this as a feature that is for those who like to master technics in racing games. (Kinda like with Nintendo's Mario Kart.)
Those are examples of how creative this can be :
https://www.youtube.com/watch?v=gP8N0dG108s
https://www.youtube.com/watch?v=tNTgswkcO7w
Yeah, they are toys... but they are still following the same principles.
flavour text asides, they absolutely do affect propulsion in the air, but being that these are cars and not aircraft, the affect on the vehicles is unsurprisingly minute
They do not. You imagine they do because the cosmetic visual makes you believe it.
When in the air in Grip, the only control you got is how you circle around. The rest is managed by how the game's movement is programmed (which involve a bit of the engine physics + a force in a direction based on if you're pressing forward or backward that only activate when you're on the ground.)
In the little amount of time I have played this game (yeah short for now), I have make my way into the air about about 10 times for over 4 secs which is plenty to try out the physics + movements of the cars. (As a debugging + 3D artist + C#+Javascript programmer myself, I can easily see how it's made just by playing it for a couple of minute. I could do a clean copy of it if I wanted, but I got nothing to gain from it which is why I'm giving out my opinion.)
Just hit a wall slightly while you're hit by a missile and you'll be flying around plenty of times.
if the vehicle is unaffected by accelerator input in mid-air, then how is it possible for me to physically alter the speed of my vehicle - which is not touching the ground - by slamming on the brakes?
while that seems like a disingenious argument, within the context of the game engine, it's not just a case of 'hitting the brakes causes the front of the vehicle to pitch down', but a case of 'applying the brakes in mid-air physically changes the arc that the vehicle takes in mid-air by a loss in velocity', and for reference, the vehicles do not have airbrakes
why would we be able to physically lose velocity by using brakes in mid-air, and not gain velocity - or reduce the loss of velocity - by applying accelerator input in mid-air?
you talk about physics; even you should be able to recognise that the real-world outcome of applying wheel-brakes in mid-air is just a shift in weight, not a drop in velocity
how high?
how much delta v?
what was your AOA?
were you using a light vehicle or a tank?
what caused you to become airborne?
which means less than nothing; you're actually claiming to be able to make a clean-copy of a black-box in a very small fraction of the time CE spent getting it to the state it's in right now
not only is that egotistical and overly self-important, it's ♥♥♥♥♥♥♥♥
you can't "see how it's made"
you can't "do a clean copy of it if you wanted"
you have everything to gain by doing so, because without doing so, you have no way of proving your claim correct
moreover, you presented your 'opinion' as fact by your rigid claim that the engines do not affect the vehicle while it's airborne, something that the game itself is willing to dispute, unless you now mean to tell me CE is outright lying about what the physics engine allows?
You can alter your speed in midair sure but if your car is sideways (in the air) they won't push it where its facing and only speed up/down along your initial trajectory.
It's a video game.
And I agree with OP, faster reverse would improve the feel significantly for me too.
but actually i don't really care about that, we can assume that the engine just can't work the same when the accelerator at the front. maybe you can reach the exact same max speed, but it would break the engine.