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Car physics - GRIP Video Game Forum

Car physics

Talk about Grip's metal beasts
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SLOT
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Car physics

Postby SLOT » Thu Jul 09, 2015 3:44 pm

I really want to point out one thing about the original RC1 and RC2.

In RC1 the physics was really harsh and hard at times, it was rather easy to lose control at top speeds and accidently do endless barrel rolls near round grooves. Most importantly during long jumps the car tended to flip and face the wrong direction. However, the feeling of speed was immense.

In RC2 developers simplified the physics, it became easier to control the car, but the feeling of high speed was lost, sometimes it even felt that the car is on rails.

Therefore, my point is that it is very important to take the best from both games, the subsonic speeds of RC1 and more fluent controls of RC2 with controllable long jumps and smart chaotic behavior if I may put it that way. Because it is very frustrating to lose the grip (Ba Dum Tss) and jump around knowing that all your opponents are far ahead already.

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Re: Car physics

Postby landvaarder » Thu Jul 09, 2015 3:55 pm

My only problem with the first rollcage is how little bumps on walls are absorbed
I personally love the lack of control in the air, as it adds to the challenge
You need to think of how to aproach a ramp as to not flip your car out of control

Giving cars air control takes away some of that challenge and scaryness of aproaching a ramp
That is one of the reasons stage 2 feels so slow: there is little danger (in my opinion)
I say no air control but make the car more forgiving on bumps (relative to rc1)
:ugeek:

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Re: Car physics

Postby SLOT » Thu Jul 09, 2015 4:37 pm


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Re: Car physics

Postby KazzyMac » Thu Jul 09, 2015 4:39 pm

You know what you do on that bit? If you think the car's going to land and flip over, let go of the throttle. 9/10 the car will land and pull a little wheelie but then come back down facing the right way.

... And honestly, that jump is why that map is my favourite one in the game. Needs more jumps like that.


Look at the road-holding on these babies. Clarkson would cream himself. :ugeek:

Broscar, your car skin is called Tropical. ; )

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Re: Car physics

Postby SLOT » Thu Jul 09, 2015 4:44 pm


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Re: Car physics

Postby Broscar » Thu Jul 09, 2015 4:54 pm

RC2 is boring. Incredibly boring. Low skill ceiling, cars basically drive themselves etc.
Part of what makes RC1 more exciting is the fact you actively have to try and drive at your absolute best even if you're far ahead, 'cause the one time you mess up, you'll feel the pain.

Is it frustrating to bump into a wall and have your car fly all over the place? Hell yes.
But a game needs ups and downs to be exciting, in my opinion. That's why we have game over screens.






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Re: Car physics

Postby KazzyMac » Thu Jul 09, 2015 5:08 pm



Look at the road-holding on these babies. Clarkson would cream himself. :ugeek:

Broscar, your car skin is called Tropical. ; )

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Re: Car physics

Postby SLOT » Thu Jul 09, 2015 5:08 pm


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Re: Car physics

Postby Broscar » Thu Jul 09, 2015 5:12 pm







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Re: Car physics

Postby Mystical » Thu Jul 09, 2015 5:50 pm

Honestly, I think what'd be best for the game would be making RC1 physics default. They might be more challenging, but personally, I find them more fluid and generally fun. They really allow for some crazy stuff to happen.

On the other hand, you could do it like quake: Have a vanilla physics model and a promode physics model.

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Re: Car physics

Postby Moo » Thu Jul 09, 2015 5:50 pm

sus

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Re: Car physics

Postby KazzyMac » Thu Jul 09, 2015 6:16 pm

Plus it's been proven through both the press, the existing community and the developers themselves that the original is better than the sequel due to how toned-down the handling was in Stage II.

And judging by the responses on Greenlight and on PCGamer, most people are more privy towards the original -- so yeah, the cars shouldn't be driving themselves. There needs to be some skill involved.


(( I'm not picking on anybody who likes Stage II because it's still a pretty good game. It's just, well, the facts speak for themselves. ))


Look at the road-holding on these babies. Clarkson would cream himself. :ugeek:

Broscar, your car skin is called Tropical. ; )

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Re: Car physics

Postby Tazeram » Thu Jul 09, 2015 7:12 pm

Last edited by Tazeram on Fri Jul 10, 2015 6:59 pm, edited 1 time in total.

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Re: Car physics

Postby RollingGuyMaster » Thu Jul 09, 2015 11:32 pm

All this seems like you guys want it to handle like the first, but will it translate well with a modern physics engine?

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Re: Car physics

Postby Chris_CE » Thu Jul 09, 2015 11:51 pm

Game Director

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Re: Car physics

Postby potterman28wxcv » Fri Jul 10, 2015 7:23 am


Check out the for the Rollcage Neo-mode Tournament 2017, starting 15th April !

And with a rusty wrench
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Re: Car physics

Postby Moo » Fri Jul 10, 2015 10:41 am

Honestly, I would rather add an optional Pilot Assist for the easier difficulties instead of simplifying the physics. They shouldn't be usable in hard and expert, tho.
sus

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Re: Car physics

Postby RollingGuyMaster » Fri Jul 10, 2015 1:56 pm

The difficulty sliders will cater to both ends of the spectrum and create a huge skillgap. Random though: imagine this game on a wheel lol. Good lord that'll be fun!

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Re: Car physics

Postby Tazeram » Fri Jul 10, 2015 7:02 pm

The main thing difficulty settings should impact, is the AI and how well they drive. Are they fast? How many mistakes do they make? How well are they are aiming and handling weapons?

Difficulty settings shouldn't impact how your own car personally handles, IMO.

the great thing about modern technology is that the AI can be far smarter than in the past. That way, difficulty can be set for how smart they perform in a race.

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Re: Car physics

Postby potterman28wxcv » Fri Jul 10, 2015 7:12 pm


Check out the for the Rollcage Neo-mode Tournament 2017, starting 15th April !

And with a rusty wrench
God created the french

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