[QUOTE=igniuss;44820943]The first vehicle you have to build is easy to maneuver though, just.. can't climb.. at all.
But the turns should be fine and stuff, what's the problem with your vehicle?[/QUOTE]
I have issues turning the thing after following the tut to the letter. :v:
Even after tweaking it i cant make it play much better, so not sure
[QUOTE=mattmanlex;44820952]I have issues turning the thing after following the tut to the letter. :v:
Even after tweaking it i cant make it play much better, so not sure[/QUOTE]
You can always try lowering the turning angle and make the vehicle wider, add some random pipes to the side to make it "unflippable" :v: I know the vehicles are difficult to tune and get perfect, but that's what we wanted. We want it to be a challenge.
[B]UPDATE:[/B] The contest has been claimed.
You can watch the video on our[URL="http://www.homebrewgame.com/forums/topic/my-thoughts-on-the-v9-demo/"] Forums[/URL]
We will be doing future contests just like this one, the only difference is that this one is the easiest so far (;
I just created a car with 6 wheels, 22 V6 engines and all of their gear ratio at 0.1, the car still accelerates faster than any of my previous cars (Unless I'm trying to go up a mountain).
When I enter the ring in the middle of the map, and drive inside it, the car accelerates to 1200 speed units in about 3 seconds, which then creates a sonic boom. Not long after, the car will bump into something (I'm guessing an small edge of the geometry), sending it flying through the map, at one point I flew outside of the ordinary map, entering the outside map area, then proceeding to fly into the insta kill wall on the absolute end of the map. This flight takes about 10 seconds.
And if I set the gear ratios of the engines to the default 3.5, the car will do a couple of flips if I as much as touch the thruttle, and the car goes into 1st gear.
It's 6WD by the way.
How would I go about making my car more easy to turn when not going fast?
This car is so hard to control, that I mostly am not able to pick up any orbs. I have a couple of green ones now, but I need a lot more to unlock the wings, sadly.
Also, as a side effect of having a lot of engines with really low ratios (low rpm), you can drive around at 200-300 speed units, without the engines saying anything.
When you're going 2k, any slight direction adjustments, will send you flying into the air. And if your braking force on the 6 wheels are 500, you will flip.
I have played for a couple of hours now with this car, and I have not been actively collecting orbs in that time, it would be highly ineffective. I can't wait until I unlock jet engines though, I will try to make a plane that can traverse the map in the blink of an eye.
What is the absolute speed limit of this engine?
[QUOTE=mu ha ha;44825195]I just created a car with 6 wheels, 22 V6 engines and all of their gear ratio at 0.1, the car still accelerates faster than any of my previous cars (Unless I'm trying to go up a mountain).
When I enter the ring in the middle of the map, and drive inside it, the car accelerates to 1200 speed units in about 3 seconds, which then creates a sonic boom. Not long after, the car will bump into something (I'm guessing an small edge of the geometry), sending it flying through the map, at one point I flew outside of the ordinary map, entering the outside map area, then proceeding to fly into the insta kill wall on the absolute end of the map. This flight takes about 10 seconds.
And if I set the gear ratios of the engines to the default 3.5, the car will do a couple of flips if I as much as touch the thruttle, and the car goes into 1st gear.
It's 6WD by the way.
How would I go about making my car more easy to turn when not going fast?
This car is so hard to control, that I mostly am not able to pick up any orbs. I have a couple of green ones now, but I need a lot more to unlock the wings, sadly.
Also, as a side effect of having a lot of engines with really low ratios (low rpm), you can drive around at 200-300 speed units, without the engines saying anything.
When you're going 2k, any slight direction adjustments, will send you flying into the air. And if your braking force on the 6 wheels are 500, you will flip.
I have played for a couple of hours now with this car, and I have not been actively collecting orbs in that time, it would be highly ineffective. I can't wait until I unlock jet engines though, I will try to make a plane that can traverse the map in the blink of an eye.
What is the absolute speed limit of this engine?[/QUOTE]
At the moment? More engines = more speed.
They just add up.
You could (in principle) have 100 engines on a car.. the sweet spot for v6 engines is 1-4 though, 2 engines seems to do the trick, make sure the center of gravity is as low as you can get it, only break using your back-wheels, make sure it's wide enough, etc.
That'll stop most of the flipping, but if you're going crazy speeds; flippiing the vehicle is kind of inevitable. I can do the dirt-track while going an average of 300-500, If you're going at a higher speed then 500 I can imagine it flipping extremely easily :v:
Also, try out the handbreak, and turn very very slightly, at high speeds it's easier to use the handbreak instead of the regular break, as it will allow you to [I]drift[/I] while slowing down, just experiment with it!
Also, then engines not saying anything is cause it's rounded, if we wouldn't round it it would show too many decimals.
Yes, I played around with only braking on the back wheels, it would cause the car to spin sideways, instead of flipping.
What is the key for handbrake with a 360 controller? A seems to be the flip brake button.
I'd also love to see slowmotion in the game, it would help me trouble shoot what's actually happening inside the donut, one second the car is doing laps just fine, then suddenly, it seems to vibrate really bad, going from side to side (actually up and down) inside the donut.
At one point the car accelerated so much the game engine just gave up and stuck most of my car into the wall.
I'm off to do some experiments with 4 wheels instead of 6, maybe that will bring the turn radius down while going slowly.
I will also attempt to unlock the wings.
[QUOTE=mu ha ha;44825752]Yes, I played around with only braking on the back wheels, it would cause the car to spin sideways, instead of flipping.
What is the key for handbrake with a 360 controller? A seems to be the flip brake button.[/Quote]
It's not bind to a 360 controller, you can just clear the break key and replace it with the handbreak button,
it should be space on the keyboard though.
[QUOTE=mu ha ha;44825752]
I'd also love to see slowmotion in the game, it would help me trouble shoot what's actually happening inside the donut, one second the car is doing laps just fine, then suddenly, it seems to vibrate really bad, going from side to side (actually up and down) inside the donut.
At one point the car accelerated so much the game engine just gave up and stuck most of my car into the wall.
[/Quote]
We are aware of the clipping issues at highspeeds, still trying to fix those issues, not sure if we'll ever get this fully fixed though /:
[QUOTE=mu ha ha;44825752]I'm off to do some experiments with 4 wheels instead of 6, maybe that will bring the turn radius down while going slowly.
I will also attempt to unlock the wings.[/QUOTE]
Great! Let me know if it helps!
And thanks a ton for the feedback
[QUOTE=igniuss;44825935]It's not bind to a 360 controller, you can just clear the break key and replace it with the handbreak button,
it should be space on the keyboard though.
We are aware of the clipping issues at highspeeds, still trying to fix those issues, not sure if we'll ever get this fully fixed though /:
Great! Let me know if it helps!
And thanks a ton for the feedback[/QUOTE]
I bound A to be handbrake instead, now I can do awesome drifting at 500 km/h (is it km/h?)
You will never be able to fix clipping at those speeds, there's just not enough time for the computer to calculate collisions at that speed. That's how it's always been with garry's mod, at least.
By having 4 wheels instead of 6, I was able to turn more effectively while driving slowly.
Also, I made a new car that was capable of going pretty fast, while still staying wheels on ground. It is 2 of the longest possible line pieces (not line_9, but the longest the grid allows when making your own pipes.) plus 1 qube in between.
The car had a lot of engines, as is custom with my cars. While having less engines than the previous, it was still able to reach 1200 km/h in 3-4 seconds inside the donut. The wider wheels even allow me to stay in there at top speed of 1400 km/h, until I run out of fuel.
If I ever unlock rockets, I will add downforce thrusters to my design, which will keep the car stable on the ground in even the wildest of turns (hopefully).
This time, I was able to pick up some green orbs, but I'm not sure if I actually unlocked the wings, I left the game without checking.
This game would be awesome with procedurally generated infinite maps, I can imagine putting 20 rocket engines on a plane and traversing this map in a very short span of time.
Once submarine parts are in, I'll attempt to make a submarine surpass the speed of sound (Whatever that is underwater,)
Another suggestion:
Allow users to bind controls to the directional keys on a 360 controller :)
And allow users to bind the exit vehicle command to another key, I'd really love to have a key on the controller. And it'd also be nice if the exit vehicle and pause game keys weren't the same on keyboard, esc should only open the game menu, exit prompts and navigate back in menus, those are the things users will be most used to, the same key that you use to enter a vehicle, could be used to exit it again. You can of course choose to keep the keys separate, I don't see any useful application for that, but I'm sure someone else will find a use in it.
I really love this game so far, and I will make sure to back you once you have created your kickstarter page :smile:
[QUOTE=mu ha ha;44826495]I bound A to be handbrake instead, now I can do awesome drifting at 500 km/h (is it km/h?)
You will never be able to fix clipping at those speeds, there's just not enough time for the computer to calculate collisions at that speed. That's how it's always been with garry's mod, at least.
By having 4 wheels instead of 6, I was able to turn more effectively while driving slowly.
Also, I made a new car that was capable of going pretty fast, while still staying wheels on ground. It is 2 of the longest possible line pieces (not line_9, but the longest the grid allows when making your own pipes.) plus 1 qube in between.
The car had a lot of engines, as is custom with my cars. While having less engines than the previous, it was still able to reach 1200 km/h in 3-4 seconds inside the donut. The wider wheels even allow me to stay in there at top speed of 1400 km/h, until I run out of fuel.
If I ever unlock rockets, I will add downforce thrusters to my design, which will keep the car stable on the ground in even the wildest of turns (hopefully).
This time, I was able to pick up some green orbs, but I'm not sure if I actually unlocked the wings, I left the game without checking.
This game would be awesome with procedurally generated infinite maps, I can imagine putting 20 rocket engines on a plane and traversing this map in a very short span of time.
Once submarine parts are in, I'll attempt to make a submarine surpass the speed of sound (Whatever that is underwater,)
Another suggestion:
Allow users to bind controls to the directional keys on a 360 controller :)
And allow users to bind the exit vehicle command to another key, I'd really love to have a key on the controller. And it'd also be nice if the exit vehicle and pause game keys weren't the same on keyboard, esc should only open the game menu, exit prompts and navigate back in menus, those are the things users will be most used to, the same key that you use to enter a vehicle, could be used to exit it again. You can of course choose to keep the keys separate, I don't see any useful application for that, but I'm sure someone else will find a use in it.
I really love this game so far, and I will make sure to back you once you have created your kickstarter page :smile:[/QUOTE]
Freakin awesome man :D On some of my ultra-speed racers I also use rocket engines to keep it against the ground.
Procedural maps wont be a thing though, or at least it's not something we're thinking about. We want to hide too much stuff in the map for it to be procedural.
And the directional keys has issues cause it's actually an axis.. not separate buttons /: so you can bind them, just only to an axis.
And we did the escape thing cause you can bind e (or the use button on the xbox) so you can bind it to other actions! Plus multiple controllers + keyboards = win²
And thanks man, We really appreciate it!
I guess I could run some sort of program to trick the game into thinking that the directional keys are actually buttons, which would allow me to switch gears on up and down :smile:
When I started up the game today, I discovered that I had in fact unlocked the small wings, this led to a minor celebratory dance, and then to the inclusion of control surfaces on my car.
They have very little effect on my car, I placed them all in the front of my car, next to the wheels, and I can't decide whether they made my car more controllable, or less.
I've tried a couple of setups with the control surfaces. In the beginning, I bound the input to the same axis as my throttle, this gave the car more downwards thrust in the front, which would keep my front wheels on the ground (in theory), but it didn't make much of a difference. Then I tried binding them to my steering axis, which would counter the flipping tendency the car has when doing high speed turns, but it made steering the car in the air very counter intuitive, I'd have to steer in the opposite direction to roll in the right one.
I'll try something else later on, I'll moving around the engines and control surfaces to create a better balance in the car, the engines are all in the back, which I cannot help but feel is giving the car a bad balance while in the air (and while driving as well).
I thought about how I could make a crawler, it would have to turn with all 4 wheels, which could be done, by binding either the front or the back wheels to a different axis, and then inverting that axis in the settings.
I also played around with having no steering wheels, and just turn with control surfaces (When going fast, wheels turn too fast,
[QUOTE=mu ha ha;44831333]I guess I could run some sort of program to trick the game into thinking that the directional keys are actually buttons, which would allow me to switch gears on up and down :smile:
When I started up the game today, I discovered that I had in fact unlocked the small wings, this led to a minor celebratory dance, and then to the inclusion of control surfaces on my car.
They have very little effect on my car, I placed them all in the front of my car, next to the wheels, and I can't decide whether they made my car more controllable, or less.
I've tried a couple of setups with the control surfaces. In the beginning, I bound the input to the same axis as my throttle, this gave the car more downwards thrust in the front, which would keep my front wheels on the ground (in theory), but it didn't make much of a difference. Then I tried binding them to my steering axis, which would counter the flipping tendency the car has when doing high speed turns, but it made steering the car in the air very counter intuitive, I'd have to steer in the opposite direction to roll in the right one.
I'll try something else later on, I'll moving around the engines and control surfaces to create a better balance in the car, the engines are all in the back, which I cannot help but feel is giving the car a bad balance while in the air (and while driving as well).
I thought about how I could make a crawler, it would have to turn with all 4 wheels, which could be done, by binding either the front or the back wheels to a different axis, and then inverting that axis in the settings.
I also played around with having no steering wheels, and just turn with control surfaces (When going fast, wheels turn too fast,[/QUOTE]
Hehe, I've done the crawler too, it CAN work, but it's easier with some other parts (still extremely difficult, but hey! It's a walker, what did you expect) And the wings only really work after a certain amount of speed, you can offset the angle so the car pushes down at higher speeds! Which is pretty awesome if you find the right number :D Don't forget to make screenshots/videos, I'd love to see the beast-cars you've made
as for that program, I suggest xpadder, I use that to bind keys to everything :D
[B]Also,[/B]
To everyone playing the demo and having problems or issues, please share the bugs! We need that info to fix the issues we're looking over!
Thanks to everyone for supporting and helping us out.
[b]Update![/b]: Greenlight! [URL="http://steamcommunity.com/sharedfiles/filedetails/comments/262453572"]is located here![/URL]
We'd really appreciate your votes to get us on steam! :D
I really hope this game takes of.
[QUOTE=kirederf7;44894182]I really hope this game takes of.[/QUOTE]
Same here! We've already received amazing feedback on greenlight and the amount of votes, We've got some reviews and lets plays incomming as well, It'll be a blast once those are online :v:!
If you want to support us further, please do vote for us on greenlight! [Link is on the first post]
I don't have any tabs in the part browser. Why is that?
[QUOTE=lekkimsm;44895344]I don't have any tabs in the part browser. Why is that?[/QUOTE]
What do you mean? could you provide a screenshot?
[QUOTE=igniuss;44895353]What do you mean? could you provide a screenshot?[/QUOTE]
Oh, apparently, i was in the frame builder. The tabs was in the other dealio.
[QUOTE=lekkimsm;44895376]Oh, apparently, i was in the frame builder. The tabs was in the other dealio.[/QUOTE]
hehe :D I've made that mistake a couple of times too, what's your experience with the frame-builder btw? Did you find it useful or, haven't used it yet at all? :v:
I tried using it but for some reason I couldn't figure out how to get my frames from that into the other building thingy, I saved it and went to load it but it wasn't there, just those default ones. I probably saved it in the wrong place or something. :v:
[QUOTE=igniuss;44895401]hehe :D I've made that mistake a couple of times too, what's your experience with the frame-builder btw? Did you find it useful or, haven't used it yet at all? :v:[/QUOTE]
I find it extremely frustrating for some reason. The whole thing. There's no real obvious/apparent way of going back or exiting the thing, deleting things or undoing putting things together. And the tutorial could be slighty more streamlined, having an arrow IN the tutorial so you can actually flip through them, instead of having to close down each individual picture and clicking on the next.
Or, i could just have missed all of the above.
[QUOTE=BackwardSpy;44895410]I tried using it but for some reason I couldn't figure out how to get my frames from that into the other building thingy, I saved it and went to load it but it wasn't there, just those default ones. I probably saved it in the wrong place or something. :v:[/QUOTE]
I'm working on a tutorial for that :p not many people have used it at all by my guessing, but it's pretty darn handy if you're planning on making big vehicles!
You have to press the "bake" button to save it if you want to load it, the save and load is if you want some very very basic shapes to add more to it before baking (:
[QUOTE=lekkimsm;44895418]I find it extremely frustrating for some reason. The whole thing. There's no real obvious/apparent way of going back or exiting the thing, deleting things or undoing putting things together. And the tutorial could be slighty more streamlined, having an arrow IN the tutorial so you can actually flip through them, instead of having to close down each individual picture and clicking on the next.
Or, i could just have missed all of the above.[/QUOTE]
About the going back/exiting, I'm guessing you mean the hangar. All you do is bake the vehicle so it's saved, since there's no real reason to get out of the builder if you haven't saved your changes, we put the exit button on the last step, which is also in the tutorial. Undoing putting things together is just middle clicking the rotation axis of the connections, you can also freeze the navigation windows and such by pressing the lock key when they're open or closed, that way they stay open/closed.
And there are arrows to flip through the tutorials,
[IMG]http://i.imgur.com/Pgicwrh.png[/IMG]
I thought the tutorial was really good to be honest, it got me pretty comfortable using the editor in no time at all. I think a tutorial for the frame builder would indeed be a good idea!
[QUOTE=BackwardSpy;44895514]I thought the tutorial was really good to be honest, it got me pretty comfortable using the editor in no time at all. I think a tutorial for the frame builder would indeed be a good idea![/QUOTE]
Thanks man :D We tried to make everything in the tutorial as obvious as possible, now all we need to do is make sure the picture quality of the tutorials are always as high as possible :P
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