• Vehicle Physics - Your thoughts
    76 replies, posted
So, what do you think about those vehicle physics on source 2004/2007? My thoughts are that the air-boat can never be flipped (for good reason), that the buggy is actually pretty had to flip at all, and the crane doesn't count. In-fact that new jalopy isn't that most realistic either - it's pretty well a buggy with a new model and sounds, and some new speed setup. If you take a quick look at the physics used on unreal tournament 3 for the raptor and some ground vehicles, you'll be able to tell. The raptor (VTOL aircraft) bounces around as if it were hanging from a piece of string as any VTOL aircraft would if you hit something, also the ground vehicles abide by similar rules, they flip easily if they're top heavy (though most ut3 vehicles are low and wide) and will remain that way until destroyed or somehow flipped back up. Suppose that isn't the best example, you could always look at one of those shiny new racing games. My overall thought is that Valve could do a bit better of a job on those vehicles. (I really enjoy driving around on games where the vehicles can be thrown off of a cliff while they flip around and smash) Of course all of this may not fit the Half-Life 2 style, it certainly would make those "bump-off-wall" drivers learn a bit quicker. [I]All thoughts are welcome![/I] So go, rage, flame, or give feedback!
They went through several stages, and playtesters (for some strange reason) didn't think it was fun to have their car flip if they ran over an ant. If you want 'realism', the bane of the video games industry in my opinion, go crash a car in the real world.
The airboat can be flipped over and rolled (it will set itself back upright if you do so, however), as can all source vehicles. They're just weighed towards the "ground".
Vehicle sucks in m multiplayer
[QUOTE=Memobot;19532764]They went through several stages, and playtesters (for some strange reason) didn't think it was fun to have their car flip if they ran over an ant. If you want 'realism', the bane of the video games industry in my opinion, go crash a car in the real world.[/QUOTE] You may be thinking of Borderlands, for instance (Oh UT3 reference again!) on unreal tournament 3 you could run debris and rubble over (This was due to the large wheels/ suspension system.) but when something like a rocket landed on or next to you (Depending if you exploded or not.) you would go flipping away, although that's only with the tiny little vehicles. Other ones like the Hellbender assault jeep (Styled thing.) would just explode or flip on it's side. Back to Borderlands- You run into a claptrap and you [B]STOP[/B]. So its not like Valve made the [I]worst[/I] vehicle physics
[QUOTE=Magman77;19532920]You may be thinking of Borderlands, for instance (Oh UT3 reference again!) on unreal tournament 3 you could run debris and rubble over (This was due to the large wheels/ suspension system.) but when something like a rocket landed on or next to you (Depending if you exploded or not.) you would go flipping away, although that's only with the tiny little vehicles. Other ones like the Hellbender assault jeep (Styled thing.) would just explode or flip on it's side. Back to Borderlands- You run into a claptrap and you [B]STOP[/B]. So its not like Valve made the [I]worst[/I] vehicle physics[/QUOTE] Claptrap is an interplanetary ninja assassin though, I'm sure he could stop a car with his bare hands.
Vehicles need to be destructible. Everything from body to engine.
[QUOTE=Doomish;19532773]The airboat can be flipped over and rolled (it will set itself back upright if you do so, however), as can all source vehicles. They're just weighed towards the "ground".[/QUOTE] That and have some sort of special keep upright. If I keep upright 0 a car it won't flip back up, it acts like 'If this flips you must MAKE it go back'.
It's not that the keep-upright system is in place, but more that the vehicles are completely indestructible if you run into a cliff-face with turbo on, but when a train hits you its "scripted" to explode. Although not being able to get really [I]any[/I] angle variant is a bit of a piss-off. [editline]12:15PM[/editline] [QUOTE=scout1;19533282]Claptrap is an interplanetary ninja assassin though, I'm sure he could stop a car with his bare hands.[/QUOTE] Not those little new haven blue [I]shits[/I]!
[QUOTE=Memobot;19532764]If you want 'realism', the bane of the video games industry in my opinion, go crash a car in the real world.[/QUOTE] The point of games is that you can do things without any consequences. If I want to crash a car, I'm going to find a game that lets me do that. That's the point of realistic games.
Valve didn't make HL2 to be a vehicle game. They wanted the player to feel like they just traveled for miles as the skybox turns to evening, and the vehicle is moving fast. If this was done on foot, the game would be hardly believable.
[QUOTE=Magman77;19533784]It's not that the keep-upright system is in place, but more that the vehicles are completely indestructible if you run into a cliff-face with turbo on[/QUOTE] Well, this I'll agree with, however, VALVe took some of the steps by making the camera, your view, and the vehicle shake when you do something like that.
They're terrible, basically. The keep-upright shit totally ruins any chance it had of being decent. If they get rid of that, the vehicles will be pretty decent considering they won't bug out if they start to flip.
I think the HL2 buggy might be the best vehicle in Source, because it is perfectly programmed to flip and roll with only you keeping it upright. If it does land on its back, you must flip it back over with the Gravity Gun.
My thoughts on the vehicle physics are that they're shit. Forget realism, they're not even good in a gameplay sense. You crash all the fucking time and you can't do powerslides and stuff. Vehicles are rare in Valve games though, so you can understand why they wouldn't devote too much time to them.
[QUOTE=smurfy;19534689]My thoughts on the vehicle physics are that they're shit. Forget realism, they're not even good in a gameplay sense. You crash all the fucking time and you can't do powerslides and stuff. Vehicles are rare in Valve games though, so you can understand why they wouldn't devote too much time to them.[/QUOTE] Actually, it's not hard to powerslide. Open up GM-flatgrass, spawn the buggy, get up to maximum speed, and brake while turning.
Except you end up spinning out OR the suspension being an ass and throwing you back straight [editline]11:12PM[/editline] HL2 has probably the worst car handling from all the games that I have driven cars in
[QUOTE=smurfy;19534689]My thoughts on the vehicle physics are that they're shit. Forget realism, they're not even good in a gameplay sense. You crash all the fucking time and you can't do powerslides and stuff. Vehicles are rare in Valve games though, so you can understand why they wouldn't devote too much time to them.[/QUOTE] On the maps of Route Kanal when you go through the tunnels in the airboat, there are patches of ground inside the pipes around corners specifically put there so you could powerslide over them to give even more of a cinematic feel. You can also do it in the buggy on gravel and sand. Maybe the charger just has too much steering power. Meh. [editline]03:13PM[/editline] [QUOTE=opaali;19535129]Except you end up spinning out OR the suspension being an ass and throwing you back straight [editline]11:12PM[/editline] HL2 has probably the worst car handling from all the games that I have driven cars in[/QUOTE] grand theft auto IV :colbert:
GTA IV has pretty decent handling, if you can cope with the horrible understeer
Vehicles in Source are great for one reason: The bug you get when you try using the gravity gun's primary trigger on an airboat when a friend's sitting in it.
I think I'd be able to accept the cars just a [I]tiny[/I] bit more of they went BorderLands style and made the steering mouse controlled. That way at least you can drive unreal-ism in style.
GTA 4 has the best vehicle system. I know it's on another engine, but it's still the most ideal.
No probs, this did sort of evolve into an overall vehicle system chat, not just source. :3: [editline]01:34PM[/editline] [QUOTE=admiral_Cola;19534146]Valve didn't make HL2 to be a vehicle game. They wanted the player to feel like they just traveled for miles as the skybox turns to evening, and the vehicle is moving fast. If this was done on foot, the game would be hardly believable.[/QUOTE] Ahem. [QUOTE=Magman77;19532692] :bravo2: [B] Of course all of this may not fit the Half-Life 2 style, it certainly would make those "bump-off-wall" drivers learn a bit quicker.[/B] :bravo2: [/QUOTE]
[QUOTE=Magman77;19535465]I think I'd be able to accept the cars just a [I]tiny[/I] bit more of they went BorderLands style and made the steering mouse controlled. That way at least you can drive unreal-ism in style.[/QUOTE] In Half-Life 2 and beyond, the mouse controls your head. JUST your head, which also controls the way you face. WASD contol the way your feet step and thus the way you move. When you enter a vehicle, the mouse continues to be where your head turns. WASD contol the vehicle, meaning the pedals and steering wheel. My point is that vehicle steering wouldn't work mouse-controlled because the mouse is already used for which way your head faces.
[QUOTE=RG4ORDR;19532792]Vehicle sucks in m multiplayer[/QUOTE] That it does. Just to give some reasons: 1. lag of any form can leave the car/airboat falling off a cliff. 2. This also makes steering a real <insert profanity here> because theres a delay between you pressing the button and the car turning. Hence, more falling off cliffs. 3. Servers like to fool around with physics, and as most may have noticed even the smallest of changes (eg making the car heavier/lighter by only about 1) can leave it "spazzing" off into the distance to clobber some player who gets in the way. 4. Have you ever tried punting a car which has flipped with a six year old screaming into a mic about something you have no cares about whatsoever? (that has nothing to do with this it seems, but who really cares) I think the cars should have a more GTA-esque physics. Apart from the whole flip-and-explode every five minutes feature.
Valve doesn't relly aim to create realistic games, imo, they like to make games with elements that just appeal to the player.
As i say and again Vehicle suck in multiplayer one reason vavle never decided to make vehicle in multiplayer only and only Eternal Silence ever got vehicles to work
Realistic or not, I enjoyed the airboat mission near the beginning of HL2. Airboat is a much better vehicle on water than on solid ground.
I don't like the vehicles themselves, but the vehicle segments have to be my favorite parts of the game. The "Highway 17" chapter remains one of my favorite levels in video game history.
Agree'd to the above.
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