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New physics...?! wtf?! - GRIP Video Game Forum

New physics...?! wtf?!

Here you can post bug reports, comments, suggestions and other feedback regarding GRIP Early Access
mrjimp
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New physics...?! wtf?!

Postby mrjimp » Mon Jan 30, 2017 2:45 pm

Well.. I dont know.?

Ups:
Feels more like a real car, doing 2 wheelies and stuff. Jumps are more fun.

Crashes with other cars. Yeah they feel better. Still to easy to shove cars around though.

Skidding in normal curves feels abit better.


Downs:
Landings. What the hell? Welcome to skid-for-no-reason galore. The cars (actuall I've only driven tha wallander so far, but several (30+) laps on alestra, island, sky and transport) are acting like very overpowered back wheel driven cars. Not jet powered. If you dont skid in air when doing a perfectly straight jump, there is no reason start a skid (meaning you actually start to spin out) when landing. No reason what so ever.

Rockits you fire make you spinout. So, How am I supposed to empty my weaponsbay without risking to blow myself away? Not cool.
(Btw, you have a bug when fireing rockits. The rockit inherits the movement of the car during the entire fire animation, which causes it to have to much velocity into curves, or down into the ground if you fire while jumping. Fixx that by not inherit any speed attributes except for the initial speed.)

Downforce?
Again downforce seems to have been reduced yet again. Some small bumps sends me off, while they shouldnt. Remember downforce increases with speed. Increases. Sky track is very very hard to play.

Havent tried the new car yet, but you guys must seriously start thinking about car balance. The warlander is way too good imho.

Also, while I'm at it, this game feels more and more like a random die toss. Doesnt matter how good you play, you can still just right out loose with no chance of winning. Skill anyone? After all when it all comes down to it it is a racing game?

Well, that'd my 2 cents.

Thanks. /Jimmi

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Re: New physics...?! wtf?!

Postby Tathendal » Mon Jan 30, 2017 3:30 pm

Are you absolutely 100% positive that you are not holding gas or steering to any direction while you land or when you go into a bump? How I see it, this game tries to be a little more simulation-y than, say for example, Burnout series. Even though the game is fiction, the physics in it are not, is kind of what I mean here. Remember the speed you are going, and that you are not driving on tarmac. I like that driving in these speeds feel dangerous and "like you are on the knife's edge", surely the physics/handling/etc are not yet final, but still. About 5/6 times I feel that crashing was my own mistake and about 1/6 times I feel it wasn't my fault(or at least part of it wasn't), and I expect that ratio to get better when clipping and physics issues get solved.

The "issue" you mention with rockets, well I have to say I disagree. It is natural that the rocket inherits the vehicle's momentum and as it is, it actually needs a little skill to decide when you gonna launch.

Also, if you have only tried Wallander, I recommend also trying Beck.

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Ryu Makkuro
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Re: New physics...?! wtf?!

Postby Ryu Makkuro » Mon Jan 30, 2017 4:10 pm


mrjimp
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Re: New physics...?! wtf?!

Postby mrjimp » Tue Jan 31, 2017 1:03 am

Tathendal:

Ofcourse im holding down the gas button. But since the cars at those speeds are not driven by the wheels, there is no reason to spin out, even if my landing is not completely straight. Remember, cars spin out because the rear wheels apply to much power so they start skidding, and that makes the wheels frictionless against the ground, hence the backside of the cars slides away. Sure i can buy if its in the game for some challenge, but physicswise it does not compute.

Ryu:
Well.. mm sure, but then no car should actually have any downforce then?

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Tathendal
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Re: New physics...?! wtf?!

Postby Tathendal » Tue Jan 31, 2017 3:02 am

I tried to test if there is wheel drive by braking in the air and then accelerating, to see if the wheels would start spinning. But the wheels did not stop in air when I press brake!? (neither normal or handbrake). Enormous glitch!!! DEVS FIX ASAP

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StickyBassline
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Re: New physics...?! wtf?!

Postby StickyBassline » Tue Jan 31, 2017 4:59 am

You're just a voice pal.

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Queadah
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Re: New physics...?! wtf?!

Postby Queadah » Tue Jan 31, 2017 9:18 am

^ what StickyBassline said
Indeed Tathendal, it still makes sense ;)

@mrjimp: I'm not having trouble with the handling here. Like Tathendal said, I do have this feeling of semi-realistic control already which suits me fine currently. Occasional bumps and accidental flips aside, I'm on the camp that says handling is improving ^^'

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Re: New physics...?! wtf?!

Postby WROB3L » Tue Jan 31, 2017 11:04 am



And with a pot of F*ckedUppery
Powerful Cthulhu created me :twisted:

One of the first players in 3rd or 4th. I dont remember xD

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Queadah
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Re: New physics...?! wtf?!

Postby Queadah » Tue Jan 31, 2017 12:06 pm

Last edited by Queadah on Tue Jan 31, 2017 1:39 pm, edited 1 time in total.

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Re: New physics...?! wtf?!

Postby Ryu Makkuro » Tue Jan 31, 2017 12:15 pm


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Re: New physics...?! wtf?!

Postby Tathendal » Tue Jan 31, 2017 2:10 pm

Thanks Quedah for clarifying this! I was wondering how brakes work if wheels are disconnected. Maybe the vehicles feature some sort of advanced ABS, even handbraking won't lock the tyres totally, they just slow down so much that a drift can begin... Or something...? :D This would make sense since wheels function as gyroscopes as WROB3L said!

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Re: New physics...?! wtf?!

Postby mrjimp » Tue Jan 31, 2017 6:00 pm

8 laps on sky track with the Dreadnaught (which seems to be less prone to glitches, and handling stuff)

http://plays.tv/video/589106eb5c4782ef8 ... grip-1-1-8

Notice the weak downforce when i try to follow the inverted right lane on the straight after the rampcurves.

Also notice on lap 8 the wierd respawn after I accidently blow myself out of the track by fireing a Rockit into the ground.

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Re: New physics...?! wtf?!

Postby Chris_CE » Mon Feb 06, 2017 4:57 pm

I'm having trouble seeing anything out of the ordinary in that video clip, mrjimp. That said, I didn't watch the whole thing. If you could give me specific times that would help.

It seems different PC setups have different behavior when it comes to physics in this game, as some people have absolutely no issues and some have an incredible amount. Unfortunately, we have to go with the physics that work best for the most amount of people. This latest patch I haven't seen much negative feedback vs the previous version regarding vehicle issues.

Rob's done some more work though on physics that has made the cars more stable, and I'm hoping next patch will solve some issues for those experiencing a lot of them
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mrjimp
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Re: New physics...?! wtf?!

Postby mrjimp » Tue Feb 07, 2017 8:24 am

Hmm. Have you considered frame rate to impact the physics? I remember when I played skyrim on 144Hz for the first time. The game couldn't even pass through the opening scene because the carriages bugged out and crashed (litteraly, flipped over) and got stuck.

Maybe a frame rate lock? I'm running on SLI, could that be a problem?

As for timings:

2.04: Running up the ramp, I get thrown out into oblivion for no apparent reason.
3.15: ramp again, this time bounces me out when entering the rise.
5.38: ramp exit, nice landing bounces me to high back in the air, and into the void.
7.34: Bump from nowhere in curb.
7:52: more bumps in curb that should not be there.
8:26: Doing a wheelie for no reason.
9.05: Accidentally blows myself out of the track and somehow respawns very very far ahead.

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Re: New physics...?! wtf?!

Postby atv_123 » Wed Feb 08, 2017 12:33 am


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Re: New physics...?! wtf?!

Postby Chris_CE » Thu Feb 09, 2017 12:40 pm

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mrjimp
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Re: New physics...?! wtf?!

Postby mrjimp » Thu Feb 16, 2017 7:43 pm

Aight I disabled vsynch, and caped it at 60 fps. Also, I bought a new graphics card (1080 gtx, 8 gb), which means I no longer run on SLI.

I couldnt see any change. I guess that rules out FPS, VSynch and SLI?

Could it be that I'm running on win 7? Meaning I'm not running on DX 12, but DX 11?

Would my DXDiag.txt file help you guys?

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Re: New physics...?! wtf?!

Postby Chris_CE » Sun Feb 26, 2017 3:52 pm

No, the diag won't do anything. It appears as though it's the luck of the draw unfortunately. Some players have much different experiences than others. For instance, I get a ton of catching and some bouncing in the Steam build and Rob gets barely any. Some testers have terrible issues and others have minimal.

PhysX is a strange and fickle beast, and if it were a person I'd probably drop kick him in the face.
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codemonkey
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Re: New physics...?! wtf?!

Postby codemonkey » Sun Sep 24, 2017 12:01 pm

Rob
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Re: New physics...?! wtf?!

Postby codemonkey » Sun Sep 24, 2017 12:08 pm

While we appreciate the enthusiasm, but I feel I ought to say that all the real-world physics lessons here are moot. Almost every time we've tried to introduce real-world physics into GRIP (and trust me we have) it has messed things up quite royally. Physics at 500kph+ is not the same as physics at 100kph. If the physics were real, the only track we'd offer in the game is a nice salt-flat run at Bonneville because that's all it would be good for. Just know that we're working very hard to give you great speed with great handling, but to do that we have to pretty much disregard the physics lessons and construct some very custom solutions.
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