Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Don't get me wrong, I wholeheartedly applaud what you've done, and it might inspire the devs. It's just a shame that it's as unreliable as it is.
I don't make maps myself for Distance, but I can imagine that making good maps is no walk in the park.
From what I can tell, the detection sphere is below the bottom of the object, or at the very least right at the bottom which makes it very hard to precisely line it up.
On top of that, the detection area seems to change depending on the angle the pad is pointing, putting one on a wall needs a detection area about 10 units (meters?) bigger.
Aside from that, I can still usually manage to complete this track without any crashes, I just make sure I line up as straight as I can on the jump pads and go onto them at full speed, as that's how I've aimed the pads. You do need to manipulate your car in the air a bit though, which isn't the easiest thing to do.