Showing 1-20 of 194 entries
Put a quick guide together, try it out if you'd rather not be able to do flatland 360's so easily.

https://steamcommunity.com/sharedfiles/filedetails/?id=1871250689
This a real problem that they need to address.

SkaterXL gets by it by never reversing the controls based on your position to the camera like Session. So you do a fakie ollie the same exact way you do a normal ollie, with down on the right stick.

It makes so much sense and feels incredibly natural in action, and there aren't those times where the controls become convoluted or even unresponsive when they "flip" based on your orientation. I don't think Session has to do it the same way, but an option would be nice if they can't figure out how to do what you're proposing.

Things get even funkier in Session when reverts are involved: https://steamcommunity.com/app/861650/discussions/0/1628538005503467424/?ctp=9#c1628538005521976372 kind of broken, try messing with it yourself.
22 Sep @ 3:38pm
In topic BUG AND GLITCH GENERAL DISCUSSION FORUM
Stick controls become unresponsive for a period of time after reverts (both flat and manual, in different ways).

The only exceptions seem to be straight ollies, heelflips, and kickflips after a manual revert. Those you can do nearly instantly and with the same stick you're holding the manual through the revert, which is a bit funky compared to the standard two stick controls for those tricks. That probably has something to do with how the controls reverse based on your positioning to the camera as mentioned before.

If you wait a few moments after the revert, then you can only use the other stick to pop and flip as expected. And also after this time, the board spins also become functional from this held manual position again. It feels very rigid and confusing in action when trying to transition smoothly from reverts to another trick, best you can hope for is a quick kickflip or heelflip unless you wait long enough.

Trying to do any trick after grounded reverts takes time for the controls to start working and register those inputs. Grounded reverts will often accept the inputs directly after, but then delay the action and then fire them later, even basic ollies. I've seen them respond relatively quickly, maybe 1-2 seconds after the revert, and take as long as +5 seconds, it varies. During this time all other inputs are locked out, you cannot steer or turn with the triggers or slow down or powerslide while you wait for the game to respond. If there's anything directly ahead of you, you will crash if the controls don't recover in time. If you wait long enough after a grounded revert, the game will respond to the stick inputs like normal and not delay the action.

I don't know if you'd call this stuff bugs or glitches, seems more like a glitch with the current control scheme to me, but no matter what you call it, whenever the game is unresponsive like that it definitely feels terrible in action and needs some major fixing and tuning.
Originally posted by Tschuby:
but how i get into the edit mode?

Get off the board with the Y button, then press LB / L1 to bring up the object editor / dropper.
Originally posted by mattthomasfarmer:
Also make sure you write [SystemSettings] above the r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0

Yeah, did that before starting this thread. Anyway, seems that something with the ultrawide hack is what's really magnifying the effect. Going back to the normal .exe it's almost invisible with the config edit, but you can still see the faintest of hint of colors on some edges.

All the hack does is remove the black bars on the sides and adjust the fov, but in doing so it must offset something somewhere which makes the effect even worse, despite the ini settings. I'll have mess around with it some more or wait for an official ultrawide implementation.
Originally posted by mattthomasfarmer:
Hey I found a way to disable chromatic aberration and film grain.

Thanks, but I've already tried it. As mentioned above it doesn't work for me.

Everything except
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0

seems like it may be doing something, but those 'fringe' settings are the ones that control the chromatic aberration generally. I don't know why they have no effect here.

I zoomed in on the legs which clearly shows the chromatic aberration color fringes up close here, with those ini tweaks in the engine.ini: https://i.imgur.com/luUHkFb.png
19 Sep @ 7:52am
In topic BUG AND GLITCH GENERAL DISCUSSION FORUM
Why do the controls reverse based on position to camera when riding switch / fakie?

You're still using the same foot and performing the same actions on the board in reality, the only thing different is the direction you're moving. Having the controls flip flop to match the player's positioning relative to the camera no longer feels like a simulation, it seems arbitrary.

The worst of it is it doesn't actually reverse until you fully land a trick, so if you do a 180 and land in a manual by pressing down on the right stick, you then have to press up on the right stick (or up on the left stick in front/back mode) to do the sort of switch nose manual after all four wheels hit the ground. Same goes for pop direction obviously, what was once down, now becomes up. It makes performing otherwise simple fakie tricks now rather unintuitive and unnatural.

To me that alone feels like one of the biggest bugs or glitches in the whole game, but it's totally by design?

There needs to be a better place for suggestions, but would you guys please consider adding an additional left / right foot control scheme that remains constant and consistent to your actual person and the board the entire time rather than reversing to match the camera and positioning? It feels too video gamey as it is. I understand not wanting to change one of the current settings at this point, some people would riot that it's different even if it is more natural, but more customization and choice couldn't hurt here.
18 Sep @ 3:58pm
In topic BUG AND GLITCH GENERAL DISCUSSION FORUM
Originally posted by Andre:
- Cannot "physically" move into grinds/slides, you MUST have an input on the sticks in order to stick to the rail (on both simple and complex rail modes)

Ah, so is that why I keep bouncing off ledges and rails when using manual catch? I've been so focused on catching the board with the stick buttons, that I'm not also shifting the sticks to lock into the grinds immediately after the catch.
18 Sep @ 3:23pm
In topic Rotation help needed
The simplest method seems to be Timed. You spin faster the longer you hold the trigger down before popping, so if you want to do a slow 180, press the trigger right before you pop. The window is very tight, though.

Pressure and Speed are pretty sensitive and finicky and require too much finesse in the moment, but they will give you more control over spins if you can wrangle them.
18 Sep @ 2:53pm
In topic Ultrawide support
Originally posted by The Nips:
We will be looking into this. This topic has come up quite a bit.
Cheers guys

Nice! Looking forward to that, the current .exe edit just isn't good enough.
18 Sep @ 2:52pm
In topic FYI Currently No 21:9 support....
While it works, it really amps up the chromatic aberration, makes everything blurry and harder on the eyes with all the color fringing on everything, and none of the usual UE4 config edits get rid of it.

https://i.imgur.com/howI0sl.png :( need an official implementation unless anyone has some better ideas or know how.
18 Sep @ 12:48pm
In topic Saving Replays
I can't figure it out, either. Have to just record them the old fashioned way after editing for now.
17 Sep @ 7:36pm
In topic EA Skate Controls
It's a different game, they went for something else. The controls are incredibly friggen bizarre, though. Triggers to steer are the least of it.

I don't get why anyone would say it's more realistic when you can't even pop an ollie with your rear foot. You prep and crouch down with your back foot stick, but the only way to pop is with the front, and that's not realistic at all. You should have to pop with your rear foot (since it's what snaps the tail down to pop in reality), and use both in tandem to get higher.

Separating the legs but having no way to snap the rear foot to pop just feels completely wrong. The game really feels like the separated the one stick controls from skate to two sticks for no good reason, basic ollies felt a lot more natural in that game because it was one fluid motion on one stick, and snapping up quickly got you a higher pop.

Here you have to crouch longer to pop higher, and that's just video game ♥♥♥♥♥♥♥t. Even skate is more realistic there, and this game claims to be a simulation? SkaterXL is probably best for that with using both feet to pop higher, though. Although the pop in that game is absence of action, you prep by holding the sticks down, then release to pop, then you do your flips and tricks. But it actually feels like you're popping unlike Session. Session just skips the pop entirely. It's implied / automatic and it makes no sense for a sim.

Flip tricks are especially absurd, going from a crouching prep stance to kicking your foot out with the left stick without any kind of ollie / snap input to get airborne just feels so incredibly wrong, nothing like skateboarding at all. They put the cart before the horse, went all in on this dumb two stick trick system before making the basics feel good and natural.
It's pretty darn bad in this game, and the usual ue4 ini tweaks of

r.SceneColorFringeQuality=0
r.SceneColorFringe.Max=0

don't seem to have any effect here.
17 Sep @ 8:32am
In topic FYI Currently No 21:9 support....
I got it working with some hex edits, if anyone knows how to use HXD I can give you the values to change for 2560x1080, currently not able to test 3440x1440, but I'll try that later.

https://i.imgur.com/UJvrEdx.jpg
16 Sep @ 3:29pm
In topic Did they add new content yet ?
Originally posted by Chaos Loaf:
i for one am getting session and leaving this ♥♥♥♥ behind. we've had no substantial updates on skaterxl since release last ♥♥♥♥ing december.

No updates, but they've made some progress. You can see new locations, minor customization, an early replay system, grabs, and vert from press demoing a new build at PAX West recently, and also much of that in the Switch trailer.

Yet they won't actually use early access on Steam so we can test any of that stuff and give feedback to help improve it. I don't really understand the approach here. They're obviously not holding these features back for perfection, look at everything wrong with the current build. I'd like to know why they aren't updating early access still, with anything at all, but they rarely communicate their plans so we'll probably never get any insight there. It's a mystery.

I don't think anyone here cares if any of this new stuff is rough or broken, we expect that from early access, we all just want to see some progress, try new features out first hand and want to help make them better, but they don't want any part of that it seems. It's bizarre.


Anyway, I wouldn't go expecting Session to be getting frequent updates, either. We'll have to wait and see how they actually support and update the game after the early access launch.
15 Sep @ 9:53am
In topic Ultrawide compatibility ?
Originally posted by crea-ture Studios:
thanks man! tbh, this is my expectations as we unfortunately dont have 21:9 in the studio, but we never know ;) finger's crossed and if now, maybe we'll look at it in the future!

fwiw, you don't need a 21:9 monitor to test 21:9 (or any arbitrary) resolution functionality and make sure it's not pillarboxed or cropped, etc.

All you have to do is add custom resolutions to your Nvidia or AMD drivers (like the standard 2560x1080 or 3440x1440) and then run the game in a window at that res. Alternatively, add and do 1920x810 fullscreen. That's 21:9 aspect for a standard 1920x1080 16:9 display.

It will be letterboxed obviously as long as your keeping the proper aspect ratio via the drivers or display, but you'll be able to see what's broken and what needs fixing easily without an actual ultrawide monitor at your disposal. Most UE4 games support ultrawide just fine, the main issue is generally when the aspect ratio is constrained to the XFOV which results in the crop+zoom (-vert) effect, rather than the YFOV which is proper +horizontal: https://answers.unrealengine.com/questions/747293/change-engine-aspect-ratio-scaling-from-vert-to-ho.html
9 Sep @ 7:49am
In topic FPS Issue (Need Help)
The game just doesn't support high refresh rates for some stupid reason, if you have one of those displays force your desktop to 60hz before playing and it will be a lot smoother.
7 Sep @ 7:42am
In topic Williams Pinball Wishlist
Originally posted by Dunn Hill:
People just wishing stuff already released in TPA.

Is that a bad thing? There were a lot of great tables in TPA that would be even better with FX3's improved physics. The only one I really want will likely never happen here, unfortunately (World Cup Soccer 94).
30 Aug @ 6:39am
In topic Vert Skateboarding
https://twitter.com/invertcurt/status/1166046612017184769

Looks like both are at least somewhat functional in game, but who knows when they'll actually update early access with that stuff. It would be great if they actually used early access to test anything new in development out instead of continually ignoring it.
Showing 1-20 of 194 entries