Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ] Posts: 132
Alright as I'm starting to play the mod and look at the files more, another thing I noticed that could be improved is driving physics. I noticed that cars in this mod like to slide all over the place when attempting to accelerate from a stop. This makes getting back on the road difficult if I happen to hit a wall and go off coarse. Since keyboard controls have 100% throttle making small movements in the cars is difficult.
I had delved into wheel friction settings and such for a canceled mod I had initially started working on. I was planning on porting a few tracks from Rallisport Challenge into a new mod I was wanting to make, but stopped due to issues with the original SM files from the game not wanting to import into 3DS Max correctly.
But I did get one car into the mod and had it drivable with my own driving physics set up. I used the material system to adjust the friction for the wheel material on the springs and think that having the cars in IS behave a little like the car I had setup in my mod might be a big improvement.
Stunts and such should still work, but the main change will be making turns will be easier.
This could be a significant change from what some players are used too, so some maps would have to be approached differently or one would have to relearn how to drive the maps. But I'm confident that this won't brake any maps and they should all still be playable. So just posting this asking what you all think about this before I go full throttle into this.
Here's a video I made to demonstrate how my car behaves in my mod:
I intentionally crashed into the side barriers to show how it behaves. It takes turns a lot better then "standard" car physics in BF1942. Also shown is my turret mounted nose cam which may be something we could add to the mod as well. The track mesh shown was ported from Rallisport Challenge. So no it is not using the heightmap system at all except for the water plane. I split the track into 7 or so pieces so it's lag free from what I can tell.
Would like to get some thoughts from other members here on this. If I adjust friction values in the material system, the car engines will need retuning to adjust for that. So if I undertake this, I would have to be careful not to brake the stunting on existing maps. I don't think it will be too much of an issue though. I'll start experimenting with this later on and will show another video once I get the most often used car rigged to the new material settings. I'll do some drive tests to see how it plays out.
I have Cameras in your head!
Shrooms
[ 22:11 ] [ 10 Oct 2013 ]
Guest
That really changes the dynamics of the mod. I like the idea a lot. This is long awaited and something a lot of difficult maps would could use to make them a lot more fun. I'd love to test this out too.
Sometime tomorrow let me know when someone can host a game (my internet is too crappy for me to host any servers right now). This has slightly tweaked grip settings and I ported the Astra from my Rallisport mod for extreme testing. This car is pretty fast. I placed it on all the maps (only 3 at the moment) so drive that if you want extra hard mode.
Hint: If you want to get anywhere in DeathRace II with this car, don't go at top speed in some places or you will find your self flying off track.
So far here's what I added to this:
1. Altered wheel friction settings. 2. Raillsport Car: Astra for extra hard mode testing. I've even added the jump thrusters and booster. 3. Destructible props on streets/streetsrace 4. New effect added when cars impact invisible walls.
Included maps setup to work with this mod:
Streets StreetsRace DeathRace II
Lets test this sometime. Need to see how all the destructible props will behave in multiplayer testing.
EDIT: Didn't catch the latest reply. To respond to that, the cars still slide a little. In fact it seems many of the materials already had tweaked friction settings. So mainly the change I did was define material 37 (what all the wheels currently use) and give it friction and resistance settings. The change in driving is quite a bit more settle when compared to how the Astra performs in my Rallisport mod. So the change wasn't as drastic as I had predicted. Didn't even have to mess with the engines.
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Shrooms
[ 05:47 ] [ 11 Oct 2013 ]
Guest
I found myself doing less stops and more flying it was a lot of fun. Downside is I added sun city raceway on my end the drifting had too much traction and wet sand has too much grip. lol the invisible wall.
id like to see the rallysport with the normal chase cam.. the fixed cam stuff always makes physics look weird even when its not.
I agree.
Gotta keep the standard camera angle options. Helps tremendously with "saving" from a near failed stunt. As long as I can still do this map, I'll be happy.....
GOLD MAP PACK coming soon!!
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