I guess there is enough place for a lot of ships.
Is this the opportunity to see the AAGRC-C-E-P 1.5t flying? Pls :D
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I guess there is enough place for a lot of ships.
Is this the opportunity to see the AAGRC-C-E-P 1.5t flying? Pls :D
Yeah there's enough space for anything honestly, I'm not really wanting to limit how many ships (and tracks for that matter) can be in the game. Ideally I only want a set number by default in the game, but extra ships can always be provided with Unity Asset Bundles and modding :)
Well I'm liking the fact that this track feels like it ventures out into Mother Nature a bit more than what Studio Liverpool has done with Wipeout.. As well as the darkness.. Things I've missed since older Wipeouts.. I think Wip3out did so well due to the George Lucas dark atmosphere vibe it had going for it, I really miss that as well.. I just hope Sony brings it back in the future, most likely with all the virtual reality stuff..
If it makes your life easier (since the thread is 76 pages long), you can read the info you need on the FTA Wiki (yeah, we have one of those, thanks Jonny! :D)
Oh sweet, that'll make life much easier, thanks !
Wipeout with VR would be damn cool, my brother has an oculus rift so if I can get it off him for a short while then I could implement a full cockpit view with virtual reality support into this. But yeah hopefully one day Sony will bring back Wipeout, I don't want to keep my hopes too high with that though because it most likely won't happen.
Physics Test 3
This test is setup as a time trial, once you've finished your last lap the ship will be handed over to AI and your results will be displayed on screen. I've also added speed pads and a developer settings menu. All of the ship settings I have access too are in the menu, read the readme for everything you need to know.
Download - https://db.tt/MSN7mJjp
sweet stuff here. I will test it later tonight again. I love all the options you are allowing us to see.
Grip force: is this how much the ship grips the track? or how it leaves the track surface over bumps?
How much the ship grips to the track. The grip force controls drag (or air resistance) and then the slip settings are for controlling how the airbrakes drag the ship around, lowering the turn falloff and airbrake falloff will also make the ship slip for longer. If you combine a low grip with higher slip values then the ship will slide around and swing out more.
Update: added another slip variable for overall slip control and allowed slip values to be zero so the ship can grip perfectly to the track.
since this is a PC project, what about implementing force feedback racing wheel support? i always dreamt of flying through wipeout with a wheel. would make the feeling of actually flying the ship much more enjoyable ;) i can say this, cause i played F-Zero X with my wheel on an emulator, it's truly amazing!!!!!
another thing i would like to suggest is a really long track like the Nordschleife/Isle of Man, with ultra hard corner combos.
After looking at it a little bit, I don't see why this would be illegal if the Super Smash Brothers Brawl mod "Project M" can get away with it. Since Project M runs on a moddified brawl engine, it's quote "sort of legal" because its a "mod." Creator of a Skyrim mod wouldn't be sued by Bethesda would he? Since this is a modification of WipEout HD Fury's engine (from my understanding, it is at least a replication of it) it should fall under the area of "sort of legal" as well. Change the name from "wipeout" to something that doesn't reference wipeout and hey presto, it's in the same boat as Project M.
I'm not saying that I know for sure, I'm just trying to offer some insight. If Project M gets away with calling Mario and Pikachu "Mario" and "Pikachu" then why can't this project get away with calling Feisar and Qirex "Feisar" and "Qirex". You know?