What’s going on here? Encouraging the use of the autopilot! That’s not a good thing, may it burn in hell :twisted:
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What’s going on here? Encouraging the use of the autopilot! That’s not a good thing, may it burn in hell :twisted:
it really does feel very much like the gare indeed.
as for the physics: I'm glad I wasn't all wrong in my initial post, and I have to say, now that I am in the faster speed classes, I absolutely love the physics and handling, they definitely are the best of all the wipEouts. they can get annoying in vector and venom though (I really thought my x-button was broke, because my ship just wouldn't accelerate out of that second-to-last turn at Blue Ridge!)
oh and about citta nuova's corkscrew: I used to hate it in Flash class because I just couldn't get those 6 or seven turns right, but as soon as I figured them out (took about 30 laps I think!) they grew on me so much that I absolutely adore them now, for I can make up alot of time to the enemy crafts in this section because THEY have to slow down in there and I DON'T hehe 8)
Cant you tune the physics until you think it is like it should and make the main program available via dloadable content in the form of a exe or a patch?Quote:
Originally Posted by mlinklater
Wait until zargz finds out! :lol:Quote:
Originally Posted by Assegai Developments
Hmm, from the description you've (eLhabib) given of the physics engine it sounds like 1/2097 but with blast effects and momentum etc. I've noticed replaying those 2 after reading this thread that all stuff about going slower uphill, accelerating quicker downhill, sliding to the inside of a tilted track are all present in the early wipEouts, try Altima in w'o"1 (for those that have it) and you'll notice everything pointed out in this thread except the explosions applying a force to your craft. Maybe the coding wasn't as refined but the sensation is there in the first wipEout.
I haven't really been able to get a good idea of what the physics actually are in purE and my fear after reading Zoolander's thread on the subject led me to believe that there was an element of 'on-the-rails' arcadey Ridge Racer type nonsense (not that RR is a bad game) from Fusion.
Worse than the rails type feeling was the handling model in Fusion where even the FEISAR fer gods'sakes couldn't go around a single course in the game without the airbrakes, not a single turn can be taken without the airbrakes or going really bloody slowly. Further when you do tempt fate by turning on the ailerons (that's what they look like anyway) alone the ship doesn't actually turn it seems to oversteer, the back of the craft slides out and maybe 5 secs later the craft actually straightens out and starts going the way you pointed it, this might happen in a mid-rear supercar with wheels and no traction control, but not to a craft with no wheels hovering in midair - there's no traction for it to lose in the first place.
Just going by the really small videos it seems like that has been eliminated in purE for which I'm almost bouncing with joy (internally, not literally) :D
Anyway erm, where's that quote... Ah yes:
Praeterea censeo autopilotum esse delendam
Quantum Redshift and PUre don't feel exactly alike. the environments in QR were very wide in places and turboing around turns using the wall was fun( I wouldn't want this in wipeout). QR was more floaty off bumps than Pure(but similar). What I like about QR is the air physics and the landings, where it really makes a difference using your pitch control. You can really change where you are going to land, whereas in Pure, not so much at all, so I'm definitely not saying they play exactly alike. Now only if QR had barrel rolls.
Speaking of physics, I managed to flip my craft today. It was on Citta Nuova (of course) at one of the slalome sections. I just hit a bend the wrong way and found myself skidding upside down until eventually the teleporter thing kicked in. It was annoying at the time of course but it's interesting that the physics can let this sort of thing happen, which is proof that there is no 'on rails' thing happening here.
It's also been a bit of a shock hitting a sign in a jump and coming to a dead stop. Solid signs - now that is fancy!