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But i think it would have to come down to drag, and or thrust or lack there of.
I dont think if there weights/physics are right as they say they are, that the kwads would have that much inertia/momentum that they would carry them that far around the corner and make them drift like they do, considering that opposet force would be being applyed by the thrust of the props
(which in most cases is 3 to 4 times + that of the kwads weight.)
if you watch real kwads on tight tracks or sharp corners they can pretty much stop on a dime
watch some of the tight turns Nurk makes in this latest vid, especially at the end befor he lands, that stop https://www.youtube.com/watch?v=v0cVtOO9kaU and then try it in liftoff its pretty hard to do i think.
just my 2 cents :)
everything is perfect, its just that drift that complicates everithing
I know I shouldn't react to this, but I will do so anyway. I see you are frustrated with the way we try to find issues and provide solutions. I can assure you we have no intentions to annoy anyone, we simply want the process to be as efficient as possible. When we try to figure out what the cause of an issue is , we have to ask these questions, that in some cases seem unrelated to the topic at hand. When we ask someone what hardware he is using, we don't do this to annoy them and we don't do this to ignore potential issues with the game. We ask these questions to eliminate common causes of the issue and narrow down our search area. Its an elimination process where we start with the most common and likely causes and go down the list of less common causes. After two years it doesn't happen a lot that we haven't seen an issue yet, and if we haven't before at least we have a good indication where not to look anymore.
I know some people don't appreciate what Im going to say, but it sometimes happen that we get wrong information, that we don't get truthful answers or that the question was not completely understood. That's why we sometimes repeat or questions, just to be sure.
When it comes to issues that get reported we've learned that about 50% of them are issues unrelated to our software. You will blame me for saying it, but the truth is that these issues are sometimes hardware issues are simply user-errors. The other 50% of the issues are completely our fault. In many case these are issues we are already aware off and haven't had the time to deal with yet, in other cases they are completely unknown and have to be figured out. We take full responsibility for the issues created on our side and we do that by actively talking with the community and by constantly releasing fixes and updates.
Other topics of discussion are: 1) opinions being shared as factual issues. 2) contradicting feedback. 3) attitude
You suggest we have been ignoring feedback related to flight behaviour and physics, I say we haven't at all. 50% of our development time is put towards addressing issues reported by the community, that comes down to a full year of development that's being directed by the community. I suspect you had send us some feedback in the past and I assume your feedback did not get the most enthusiastic reaction from us. There's no need to take it personal, it's not. If we refer to thinks like "performance", "perception of distance and speed" and so on, it's because these things matter to the issue that's being presented to us. It might frustrate you, but we will stop asking these same questions when we stop communicating all together.
I'm sure you are very much aware of the blogpost we have dedicated to physics and flight behaviour[www.liftoff-game.com], and I'm sure it might be part of the frustration. We use the blogpost a lot as a reference, and thats exactly why we wrote it. I truly believe in what we do and what we communicate about. We are not ignoring the issues, nor are we pointing in a different direction. We explain the issue, we define potential causes, we explain what we are doing, and we suggest what you can do to help. I don't know what more you can expect from us?
So once again, this is what we have done:
My previous post is not an intention to answer your question, I don't have an answer to it and I'm leaving that to someone who knows more about the topic than I do. I personally don't do any work related to physics and flight behaviour.
We are aware of many of the issues related too flight behaviour and physics and improving them is not a matter of simply pushing out an update. So no, it won't be fixed in the next update, we might not even have it fixed in the next 10 updates.
For the last 2 years we have been releasing updates on average every 10 days. Not all of them are related to physics, yet many of them are. Simulating the flight behaviour of drones is a very complex matter that no one truly understand completely. What we do with Liftoff is an iterative process where we constantly try new things, pushing small changes and see how that feels. We are also educating ourselves about it.
Earlier this week we talked to a researcher who has tested drone frames in wind tunnels to learn more about how drag works on frames. We learned things that no one else would have been able to tell us, because its the result of this specific research. We know that what we learned will again provide great improvements, in fact it is directly related to things like cutting corners and what drag effects the turning behaviour of a quad.
The truth of the matter is, we will never succeed it what we want to do. We are trying to copy a complex behaviour and a less that perfect simulation of real life: a virtual space. It will never be 100% the same, its never going to be perfect, yet we try to push it as far as we can.
drone are flying through the air your grip is the thrust of the drone it can`t just turn like its on rails you have momentum to counter I think it feels very close to my Wizard .
Maybe you should watch someone who can corner and watch the stick inputs. He is flying the same sim as you but it's no magic that makes him fly and corner better.
https://www.youtube.com/watch?v=nfcFbiL_RDI
P.S. am I missing something with the spelling of Quad spelt as Kwad?
I know ImpulseRC make the Alien Kwad but Quad is still spelt Quad.
Here is my point. I have tried number of sims out there and so far, Liftoff is the best. Only sim with betaflight simulation that matches the real thing. Ability to play with PIDs and RC rates. Yeah you guys rock! Pat yourself on the back and know that you guys have a group of fans. Just ignore the whiners....