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Re: New NitroVehicles

Posted: Thu 12 May , 2011 1:33 am
by Azarael
It may never be fixed.

Basically, because simulating the action of a real wheeled vehicle is too much of a stress on the server, approximations are made which are valid under certain conditions. The Nitro Vehicles push the vehicles out of these conditions, and you see certain errors because of this. It's very unlikely that there will be a fix to this.

Re: New NitroVehicles

Posted: Thu 12 May , 2011 7:24 am
by Raven
Maybe you should then adjust a few maps with narrow trails. So, so you will not slip off the track. I've got 2 maps, where it is sometimes struck me massively, because there players are constantly sliding down.
So it was the maps "RACE-Crazyrace" (on the ramp where the lattice in the ground) and "Hellbederworld" (behind the base in the S-curve).
So you can mitigate the problem somewhat, or what do you think?

Re: New NitroVehicles

Posted: Thu 12 May , 2011 12:29 pm
by iZumo
This problem occurs only when you're driving faster (lateral slip calculation is terribly bad).

Re: New NitroVehicles

Posted: Thu 12 May , 2011 1:42 pm
by Raven
But yesterday, it was so that a Hellbender was only in the curve and then it has slipped. This he then fell down.

Re: New NitroVehicles

Posted: Thu 12 May , 2011 11:18 pm
by bOnO
I would say the contrary: The S curve is not so difficult if you take your time (when you can...). But it's true that the slope on Crazyrace is tricky, now even more that the air control has been risen too much and you almost can't land straight (it's also the case on any maps with slopes, such as NewScorpionCoaster for example).
Can't you fix quickly this "air control"? I don't think it's an improvement.

Re: New NitroVehicles

Posted: Fri 13 May , 2011 12:32 am
by iZumo
The air control was added as an experiment. I kinda agree that it's not really fitting and will remove that in next patch.

Re: New NitroVehicles

Posted: Fri 13 May , 2011 8:22 pm
by TheDejaVuPl@yer
About air control: its very usefull for landing (my recommendation is to land on front wheels...) especially at crazyrace.
But its horisontal sensitivity (I mean by btns A D) is too hight, whould be usefull to decrease to 50 or even 30% of current sens.
As for sliding, crazyrace's 2nd obj last part (after 2nd tube) is terrible - its feeled like with some horisontal gravity.

Re: New NitroVehicles

Posted: Sat 14 May , 2011 3:18 pm
by iZumo
Allright, after some discussion I'll keep it, but 3x reduce the spin.

Re: New NitroVehicles

Posted: Mon 30 May , 2011 1:49 am
by iZumo
So a few notes about NitroVehicles8:

I am no longer using ONSWheeledCraft as a base of physics and defined my own (deriving from ONSWheeledCraft but with changes for HybridBender and Nitro itegration). So programatically a Nitro Scorption "NitroRV" is no longer seen as regular scorpion "ONSRV". I believe I can reflect that programatically in the maps, but I haven't yet done so. With this update there will also be map cleanup anyway to get rid of deprecated packages (Racing, RacingFix, TeamworkBender4, TWBv5), resulting in a new package to cover all objects being placed to maps (a tagged VehicleBase to get rid of dependency in maps for custom vehicles, Race objective, KarmaTopSpeedVolume etc. ). I shall write the cleaned up maps to this post so don't fix their old versions.

Re: New NitroVehicles

Posted: Mon 30 May , 2011 6:33 am
by Raven
Izumo_CZ wrote:...
Hybrid benders:
- hybrid bender has no nitro and is overall faster than normal bender
- pressing nitro key will make it fly, pressing it again back driving; you can transform if you are 45% charged and it charges at slower rate (cost of repair reflect this, hybrid bender can't shield, as you can morph to flying to stabilize yourself)
...
I find real shame, because that had really made ​​a lot of fun with the Nitro. Mainly because you had to go places but slowly.
Is the decision already fixed, or can you change his mind up yet (because of the nitro)?

Or because now I understand something wrong? Or is this another Hellbender that you're using?