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Which version do you have?
It sounds to me like you are still on the last of the TPP builds, which had the remapping feature disabled.
Look at the top right of the Home screen and it should say Build Version 1.0.16
On the full version you have small tournament at the end of each speed class Campaign................ As for a Championship, interesting idea, I'll put it to them and see what happens, I don't think it would take much to add it in.
FF4000 is 6 different races + 3 race tournament
FF3000 is 8 different races + 3 race tournament
FF2000................... "....................."
FF1000...................."....................."
Elite ......................."....................."
The you have to beat the BEAST, which is like a super elite AI
It's the only way to open up all the tracks and their different versions [This might change], so at the end of Campaign, you should have.
El Muro
Niagara
Midtown Trafik
Fiyah! Fury
Atlas Torres
Freeway
Trans Atol
And all tracks except Freeway will have reverse, plus Night and Day versions of both Forward and Reverse tracks.
The thing is, this one Campaign opens up these 8 tracks and the variations, giving you 30 different ones....but in the Campaign menu there is already [Locked] 9 more Campaigns....That's a LOT of content ear marked for this game!
Apart from Campaign, you can choose
Quick Race -Against AI weapons active
Clean Race - Against AI NO weapons
Time Trial
Speed Lap [it differs from Wipeout as you are competing against the AI over a certain amount of laps that can still beat your time ]
Elimination [Nothing like Wipeouts, this works by eliminating whoever is coming last after each lap of a 10 lap race]
Endurance...This works like Zone does in Wipeout, where you keep racing till your health runs out, but without your speed gradually increasing
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New Update 1.0.58
Physik easier and now the Ai to slowly in the Quick Race.
Tran Atol 3lap with 1.0.16 and Dragon in The Elite class=2min and 10-20 sec.(best Ai 2min 11sec-13sex )
and now with 1.0.58 and Dragon in the Elite class=2min 1-5sec.(best Ai 2min 11sec-13sex )and this is too slowly now)
crash barriers contakt Do not brake anymore.
The Formula fusion is to easy.
I need the Crash Barriers Break contakt from 1.0.16 back, please.
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I'm looking at the 1.0.58 patch notes while it is updating.
From reading posts at the FF discussion page, it seemed a fairly well voice chorus of people that thought the game was too hard, personally I found it difficult in places, but I have put that down to the all the controls being in the digital domain, rather than the Analog ones of prior builds, which has made a vast difference [in the wrong direction] with the steering, air brakes and the total lack of throttle.
From reading the patch notes I'll post below, it seems that this hasn't been fixed in this update, which can probably be put down to the fact that I only asked them to check what was amiss early in the week, and they only just confirmed the problem a few days ago....so, I would expect it to be fixed in another patch early next week.
Looks like they have been busy from the size of the list....patch installed, I'll give it a go, I just hope they haven't dumbed it down too much by making it so easy it isn't a challenge for long time AG racers.....Glad to see they did something to stop the AI bunching :D
Build 1.0.58 is now live, here are the patch notes!
Bug fix for Midtown Reverse not completing laps correctly.
Campaign event select visuals display more information.
Optimisations to craft textures.
Kicking players in the lobby now works.
Updated some descriptions in the garage.
Leaderboard times are now only set in Time Trial.
New splash screen & icon.
Fixed the camera flicker on Midtown & Freeway.
Fixed a crash in multiplayer which would cause the host to hang at the starting grid.
Fixed an audio fading bug.
Tweaks to AI to avoid bunching.
Optimisations to craft exhausts.
New craft exhaust slot in skins selection.
Loading screen bug fix for multiplayer.
Fixed a bug causing Fiyah! Fury to force motion blur to be enabled.
Tweaks to the Python's handling, turning circle & Airbrake strafe.
Tweaks to Sabre's handling/performance.
Voxel, Dragon & Sabre top speed slightly nerfed.
Optimisations to Niagara.
Countdown delay reduces by 1 second.
Tracks can now be purchased with Tech Credits.
Fixed a bug causing arrows on the track textures to be displayed facing the wrong way.
Ghost can now be hidden by the player by changing "Hide Ghost Craft" in the settings menu.
Added events for previewing the Trails & Exhausts in the skins selection menu in the garage.
Fixed some focus issues with UI.
BOOST charge now increases based on your distance behind the leading pilot.
BOOST now has an initial impulse when activated.
Custom skins should now work correctly in multiplayer.
Returning to the lobby from a race will automatically select the craft used previously, skins & loadouts currently not supported.
Fixed a bug which sometimes caused BOOST charge to be used up without giving the BOOST in multiplayer.
Collisions should be much more forgiving now.
Teams can now be selected in the campaign, each Team has a different craft.
Fixed a bug causing map voting to post a vote for the wrong player when the host would attempt to vote sometimes.
Fixed a bug causing the lobby player counts to not be decreased sometimes when players disconnected.
Game version number can now be found in the Settings menu.
A whole bunch of other minor bug fixes that aren't really worth noting.
Tank has been nerfed heavily.
Known Bugs:
El Muro has a really low kill volume after one of its jumps, this is only a problem in elite speeds and will be addressed in the next patch.
When changing team in the campaign and backing back to the speed class selection the progress will say 0% instead of the correct progress.
Tech Credits still don't display correctly in multiplayer, however they are given correctly.
Skins Garage / Base Skin, Trail and Exhaust Cards all show “Placeholder".
Skins Garage / Base Skin does not give a description of the team selected. It does change the visual though.
Skins Garage / Trail does not give a description.
Skins Garage / Exhaust does not give a description.
We hope you enjoy this patch and we will be releasing another shortly, we're already heavy working away to get the next patch working as well as working on some new content which will be available soon! If you enjoy the game please consider leaving us a review with your thoughts on Formula Fusion, also you may want to consider joining the official Discord channel here: https://discord.gg/FdpNAcf
Enjoy and see you on the track!
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Formula usion need a Hardcore Mode with Crash Barriors Break from 1.0.16
and 0 Live.
Medium Mode with Crash Barriors Break from 1.0.16 and 3 Live.
And a Easy Mode with Crash Barriors Break from this 1.0.58 and Unlimited Live.
In the 1.0.58 is the Loose from Live and Child energie more when crash in the Side Barriers.
and this compensate.
Only Mannhatten (forward) and Trans Atol (forward) is the Ai 2-3sec pro Lap too slowly.
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Well I'm glad they sorted the Campaign out a bit.
Now you can choose a different chassis other than Vixen to upgrade, which should make Mannahatta and Trans Atol easier, although why they chose to have the two most technical tracks only being able to be opened at the two fastest speed classes in the first place didn't make sense, oh well, at least people can now open up tracks by winning prize money.
It will be interesting to see what happens when this game gets ported to the PS4, because at the Elite speed, both Manahatta and Trans Atol are far too twisting and turning for that speed class, I would liken it to trying to drive around Sebenco climb at Zone Subsonic speed from the start of the race.....then you have the Boost on top of that, and it's ridiculously fast.
I doubt people are going to be able to race each other competitively at these speeds on these tracks, at the moment at least, I think it would be more suited to those Wipeout players that like Zone mode and would want to go for the fastest time trial time, that will be challenging enough
As for actual craft modifications, I think there either needs to be a wider range available, with a bigger difference between them, or that the mods themselves can be tweaked between a certain range once fitted.
Otherwise I can see that people are going to pretty much all end up using the same mods on all craft with the current race types, as certain combos are just so much better than others on specific tracks, and some mods don't seem to make much, if any difference at all, well none that I have noticed [I'm talking about the AG mods ], I suppose if some of the tracks that we tested around a year ago were to be fully rendered, then they would, as you might find yourself flying off the track all the time otherwise.
As it is at the moment with the Analog controls not working, it's pretty much impossible to win certain race types without have the 'Assisted Handling' mod engaged, this especially true at Elite speed, you would be constantly blowing yourself up from hitting the side walls.
Interesting times ahead.
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Just to show others how fast it can get :P
https://www.youtube.com/watch?v=jT9uMwr54_o
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I think the only chassis you could use would be the Sabre one seen in the video above [closest to wipeouts Feiser ], I suspect 'Assisted Handling' and Hydraulic brakes' was the two main mods used, I haven't attempted the new Trans Atol properly yet, to me they messed it up from the previous version, it doesn't flow like the old one did.
I must say, a impressive lap by Eggplant....No, that video is not sped up if you are wondering, it is actually that fast [It doesn't come with that cheesey 8bit racer music thankfully]
Version prior to the changes and putting in the mag strip circle, at a much slower speed
https://youtu.be/m3P4w-ztrTY
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I started playing FF a couple of weeks ago. I like it a lot. The Garage/Craft/Cards system could do with improvement but the actual feel of the game is pretty nice. Very satisfying when you get it right, it's hard work!
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Hey, blackwiggle... I am surprised you guys don't have a Patreon or Kickstarter yet, they might really help. Advertisements (where appropriate, such as on official videos, during loading screens) would also be a good idea until the game gets a console release. I personally HATE the way advertisements are implemented in free-to-play games, but I fully support their inclusion for the sake of furthering the game's development.
Remember this list of ideas:
- Advertisements on loading screens (double check where you source them from, that way they don't inject malware into anyone's computers)
- Advertisements on official videos (I will turn off my ad blocker just for you guys)
- Speak to the guys at Digital Foundry and Rerez about supporting your game and giving feedback.
- Maybe stream some gameplay (with ads) on Twitch as well
- If you can get permission from any of the musicians, then original music composed for the game should be put up on bandcamp. The PWYW model is a good way to get some extra money without hurting anyone who can't afford it.
- Set up a Patreon for R8 if you haven't already. This is very important.
- Talk to the BallisticNG developers, they might be able to give some useful feedback.
- I don't remember what engine the game runs on, but if it is Unreal Engine 4 like I think it is, then making it available on the Switch, Xbox One and Linux might be a walk in the park. This would open up the game to many more customers, especially with the lack of any realistic Anti-Gravity games on Microsoft's platform.
Unfortunately, that is all I can do for now. I'll buy the game as soon as I can afford it myself.
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Once it's been tweaked enough for console release there is want to release on Xbone and Switch, the problem is getting a publisher willing to pay for that and the PR that goes with it.
At the moment, PS4 is definite [I estimate around Xmas, but it could be later ]
The problem with the last release is the throttle isn't active [it's just digital ON/OFF like wipeout] and the air brakes and steering are digital rather than analog, all these thing should be fixed in the next patch [They have been active in previous test builds].....the game plays quite differently once you have throttle control [I've used the Xbox controller in the past with the throttle mapped to right trigger], it's much easier to control your racing line for a start, so hitting those speed pads that are close to the edge of the track and near the side walls is a LOT easier.