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Re: New NitroVehicles

Posted: Thu 28 Jul , 2011 2:17 pm
by iZumo
It is not removed - while in air, nitro keybind will not combine itself with vehicle jumping / air control toggling. In keybind menu assign "Walk" also to another key, where you don't have assigned nitro.

Re: New NitroVehicles

Posted: Thu 28 Jul , 2011 4:28 pm
by bOnO
It still exits, but you have to press the crouch key (default C) or the handbrake key (default spacebar).

Re: New NitroVehicles

Posted: Sat 06 Aug , 2011 1:52 pm
by iZumo
Nitro Vehicles 8 Patch 7

- ability to bind two keybinds to a function
- daredevils implemented into Nitro Vehicles (toggleable in settings)
- NitroVehicles GUI will reflect the changes immediatelly
- Hybrid Bender steering tweaked (+ understeer & - flipping)
- several minor physics and netcode tweaks
- fixed several logspams

Re: New NitroVehicles

Posted: Thu 08 Sep , 2011 12:19 am
by PALADIN
Wanna note. The simple onearc drift is quite good now, 4of5. But when you try to make a more complex twoarc drift to pass a sequence of two counterside turns bender becames uncontrollable and falls somewhere or turnovers at the out of second arc. Note that next time you will thinking about improoving your physics. Thanx.

Re: New NitroVehicles

Posted: Fri 09 Sep , 2011 7:40 am
by PALADIN
After more experiments I think I discovered what is the problem.
The drift sliding of the bender is too long. This also appears as a too far rotation of a bender at just onearc drift causing it to make a 180-270 spin at hightspeed while it should be just 90-110.
So summarizing I suggest to add to NitroVehicles user SettingsTab a field "Lateral tire friction K" which will allow everyone to adjust this coefficient by own preference like if we were choosing the tires in racing simulator.

PS: Adding such personal customization option(s) will also make a racing games more interesting and variable because every driver will be available to set his own vehicle characteristics like LateralFriction (as a characteristic of tire profile), SteeringSensitivity (as a characteristic of steering wheel coefficient), BrakesSensitivity (as a characteristic of brakes pressure applying curve like in race sims), BrakesDistribution (to balance the pressure between front and rear brakes), HandbrakeWheels (to set which pair(s) of the wheels should be locked by a handbrake (front, rear, both)) etc. The only uncustomizable characteristic that should be the same for all is Acceleration/Topspeed transmission balancing. But thats all a wishlist, I understand the hardness of this work so at least make just LateralFriction setting now and others sometimes later. Thanx.

Re: New NitroVehicles

Posted: Fri 09 Sep , 2011 8:18 am
by iZumo
It's not actually that hard to make that but:

Nitro Vehicles are still arcade racing, just with having critical physics enhancements over the stock UT2K4 vehicles. There still are issues when it comes to drifting and these occur on high speed mostly, because the simulator is not affected by current vehicle speed when calculating lateral friction (aka friction is static and kinetic, instead of lateral and longitudal). Braking is only implemented as a force applying in an opposite oriented force towards "ground velocity" (your velocity projected to the groud). The reason for this was the wheel simulator producing bizzare results sometimes. Handbrake has pure arcade character (modifies rear wheel properties to make them slide instantly). Summarizing that, lateral friction, steering sensitivity and force of the brakes can be customized. and fairly easily (GUI + netcode).But I'm unsure if that ability would have some real effect, as it would work in map A but not in B.

Re: New NitroVehicles

Posted: Fri 09 Sep , 2011 10:13 am
by PALADIN
Than maybe add just a lateral friction setting to make it available to adjust from 25 to 200 % of current amount.
At least this parameter depends less on maps but more on player driving style. Discussions between players was different accordingly: some asked to increase sliding to turn 180 just by one click, another asked to increase friction to have more control. So one can adjust it for hard rotations and hit-the-wall turning, another can set it for strict "railroad" driving. The current setting is a kind of compromise but not the optimal. My preference is some between them, about 75% of current sliding (135 % of friction) that will still leave 180turn easy while give more control on high speed drifting. But better to give drivers a right to set it personally.

Re: New NitroVehicles

Posted: Fri 09 Sep , 2011 7:08 pm
by bOnO
It would be nice indeed to be able to modify this setting.
I'd like to raise another "problem", with scores; in RACE, it seems that 5 points is only attributed to the person accomplishing the last objective. The icon for objectives completed is still shown for the previous ones, but no points is given. Also, see if you can grant some points to the player lowering the shield (for example put back 10 points for accomplishing the obj and 5 points for helping)

Re: New NitroVehicles

Posted: Sat 10 Sep , 2011 11:09 am
by iZumo
PALADIN: Ok, we'll see how the vehicle parameters tuning goes. You can check it now, by the way, by using "set NitroXXX #prop #value" can you check the behaviour for friction / steering right now:
WheelLatFrictionScale: lateral friction scale
SteerSpeed: for steering

bOnO: Well can't really award points to those who raise shield. In Race, the player doesn't get 10 fixed points, but the amount of the points the objective has set (so 5 points to team -> 5 points to player).

Re: New NitroVehicles

Posted: Sat 10 Sep , 2011 4:31 pm
by bOnO
Well what I mean is that on some maps - not sure it's the case everywhere - when you accomplish an objective you don't get 5 points. Can it be map related, or the points given are applied to all maps (if you get what I mean)?