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				Re: UnWheel
				Posted: Tue 19 Nov , 2013 4:26 am
				by Azarael
				Then you can consider it as the KS system; the kind of player who will collect many points doesn't need the effect.
			 
			
					
				Re: UnWheel
				Posted: Tue 19 Nov , 2013 4:34 am
				by iZumo
				Yeah but many times you don't actually get the benefit from the jump if you could take it.
			 
			
					
				Re: UnWheel
				Posted: Tue 19 Nov , 2013 4:41 am
				by Azarael
				Can't disagree on that.
			 
			
					
				Re: UnWheel
				Posted: Tue 19 Nov , 2013 7:40 am
				by iZumo
				For amusement, there is support for manual transmission (Fire - Gear Up, AltFire - Gear Down). You have to type "uwdebug" to console to see RPM / Gear, since there is no support for this in UI atm.
Damage effect to acceleration is halved. You will very likely have better acceleration if you transmit manually when damaged (damage affects automatic transmission).
Oh and the reason for mismatches perhaps is the .int file on clients, loading the cars  
There is a second car in there:
Code: Select all
Vehicle=(ClassName=UnWheelSCars.UWSCarFlairFOne,FriendlyName=UnWheelSCars.UWSCarFlairFOne.VehicleNameString,FallbackName="Flair F1",FallbackDesc="Flair F1")
Just was playing to get a more like sports car handling. It's not available to selection on the server.
 
			 
			
					
				Re: UnWheel
				Posted: Tue 19 Nov , 2013 5:40 pm
				by Azarael
				I'm quite for having manual transmission as a constant gameplay element. It's quite hard to play with. Unfortunately, it doesn't seem to offer that much benefit.
			 
			
					
				Re: UnWheel
				Posted: Tue 19 Nov , 2013 5:48 pm
				by iRobot
				Depends how realistic you would want to make it.. like driving in a high gear with low speed on low traction surfaces to reduce wheelspin etc!
Or the obvious opposite where you redline each gear to improve acceleration. I don't think many people would enjoy doing that.
			 
			
					
				Re: UnWheel
				Posted: Tue 19 Nov , 2013 5:50 pm
				by Azarael
				At least one person complained that UnWheel was "boring" and we already have a lot of simplification when it comes to steering. Adding more elements is OK with me.
Redlining the Flair doesn't offer any improved performance, I've found. On the contrary, my laptimes are slower when shifting manually.
			 
			
					
				Re: UnWheel
				Posted: Tue 19 Nov , 2013 5:57 pm
				by iRobot
				Who complained it was boring? If they were winning every race with ease then perhaps.
			 
			
					
				Re: UnWheel
				Posted: Tue 19 Nov , 2013 6:00 pm
				by Azarael
				SirSmokeALot, probably because "muh guns."
			 
			
					
				Re: UnWheel
				Posted: Tue 19 Nov , 2013 6:08 pm
				by iRobot
				Well point still stands. If they aren't winning all the time with ease then increasing the difficulty will probably not appease that 'boredom'.
The gametype will undoubtedly have some people who dislike it. I fucking hate duel.
Tracked stats and laptimes will make the gametype have more depth, though you already know that.