New NitroVehicles

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Azarael
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Re: New NitroVehicles

Post by Azarael » Wed 09 Feb , 2011 1:15 am

It already does help against the shock rifle. Shock shots won't push shielded cars around anywhere near as much.

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Raven
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Re: New NitroVehicles

Post by Raven » Wed 09 Feb , 2011 7:37 am

The problem of the matter is that the shock balls have an almost bigger effect than a double beam from a Hellbender with 2 people. A Shock Rifle should not be stronger, like a Hellbender with 2 people.

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Re: New NitroVehicles

Post by iZumo » Fri 11 Feb , 2011 1:35 am

Nitro Vehicles v5
- added Leveler; the fire rate of shock balls is dependant on peeps in the vehicle (50% (1) - 75% (2) - 100% (3))
- added anticamp shock scorpion:
-> the strength of fire is depending on speed
-> firing cost nitro
-> shielding prevents any damage to scorpion (not driver), thus you can't be pushed, but killed if well aimed
-> charges nitro only if having some speed
- modified derby quantum scorpion:
-> can shield, firing cost nitro
- shield reduces damage also to driver
- penalty for sloping is now calculated based on current gravity
- when releasing nitro, the performance is smoothly reverted to normal (to prevent skidding), however setting nitro to on will instantly consume some little charge
- added KarmaTopSpeedVolume (for mapping)
- fixed nonworking webadmin commands

Ini changes (Leveler replacement):

Code: Select all

MyLevelVehicleReplacementConfig=(OldClassName="myLevel.ONSLVR",NewClassName="NitroVehicles5.NitroLVR")
DL: http://upload-it.ch/upload/nv5.zip

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Re: New NitroVehicles

Post by iZumo » Sun 13 Feb , 2011 6:54 pm

NitroVehicles6

- fixed boost force counting
- fixed driver damage
- added healonly link gun
- some other hotfixes

http://upload-it.ch/upload/NitroVehicles6.zip

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Re: New NitroVehicles

Post by iZumo » Tue 08 Mar , 2011 5:04 pm

NitroVehicles7 is ready and I am converting the NitroVehicles dependent maps to v7.

Changes:

- Oveall:
-> Fliping the vehicles should be better

- Scorpions (All):
-> Wheels are 20% larger and lot less harder. This is going to make them bouncy (especially on stairs with low speed) but will result in better handling when driving with high speed and mainly on ramps however will require more careful driving.

- Hellbenders (All):
-> harder wheels

- TeamWork Hellbender & TeamWork Leveler
-> reduced damage from 200 to 100 from the twin beams to another bender if there is just one person in the bender

- Quantum Scorpion; Derby Version:
-> damage to the driver caused by the scorpion is capped to 30; requiring 4 shots to be killed in derby (or 5 with shield pickup)

- Shock Scorpion; Anticamp Version:
-> fixed client & server issue causing the clients not to hear fire sound
-> added a "Derby" version of the above, limiting the driver damage also to 30 (this will be used in a variant of stadium race)

- Unarmed Scorpion
-> also a version with Quatum Scorpion skin
-> primary fire horns the vehicle

- Teamwork Leveler
-> fixed name
-> side gunner fire sound frequency fixed (client & server issue)
-> it's now a little bit slower than normal Hellbender

- Effects
-> Enhanced sound effects
-> Skidding effects from UnWheel

- GUI
-> at your first login; you will be prompted to assign your keys for Nitro Vehicles (and shown the tab)

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Raven
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Re: New NitroVehicles

Post by Raven » Fri 25 Mar , 2011 2:14 am

Hi,

So when the new Nitrovehicle7 disrupt two things ...
1. That one can not disable the sound when go/draw can, since it destroys part.
2. At low speed you can not drift so good (with the hand brake).

Greetings
Raven

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Azarael
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Re: New NitroVehicles

Post by Azarael » Fri 25 Mar , 2011 3:23 am

I agree with the above.

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Re: New NitroVehicles

Post by BOfH » Fri 25 Mar , 2011 12:11 pm

Azarael wrote:I agree with the above.
I agree with the below. :)

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Re: New NitroVehicles

Post by iZumo » Fri 25 Mar , 2011 12:32 pm

Noted the handbrake. For now use normal brake.
Note: Correctly the vehicle when using handbrake skids straight.

I wasn't really using handbrake in the past, but several notes towards it:
The handbrake itself is not modified between v6 and v7. In v7 the wheels are harder to prevent the car body to collide when on the ramp for example as original wheels weren't made for the speed the nitro vehicles have (and the map quality is shit). For example Derby, ramp to 1 st obj etc. Now the reason why handbrake seemingly turned the vehicle around? The car front touched the ground and the collision resulted in spinning. With that fixed now then handbrake acts as on normal.

Handbrake will be disabled and normal brake will take place instead of it. The only difference between handbrake and normal brake is only your lateral move behind dramatically reduced.

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Re: New NitroVehicles

Post by Raven » Fri 25 Mar , 2011 1:41 pm

The problem is that you can rely on the handbrake could always, if you wanted to go in a curve. Now it is so that you get used to it (inerhalb of years) and now it is not really clear in the curves, because the essential function of the hand brake is missing (the drift by more than 180 °).
But ok, only a note was about what bothers.

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