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GRIP Video Game Forum • Car physics - Page 4
Page 4 of 5

Re: Car physics

Posted: Tue Aug 11, 2015 9:11 pm
by ApexAzimuth
First post here! Just recently discovered GRIP via Formula Fusion discussion. Thought I'd weigh in.

I'm in agreement about not simplifying the physics too much for the sake of accessibility. There's too much to risk in juicy quality and long term play-ability by doing that. Gran Turismo is a good example of a fairly hardcore simulator that also had a massive audience, so simplifying isn't the only answer.

Driving assistants are the way to go for accessibility.
-Traction Control (Dampens braking and throttle if it detects slip)
-Computer Controlled air stability (Automatically adjusts throttle in the air, using torque to help the car align with the surface on landing)
-Automatic Reorientation (Exactly the same functionality as the one in Rollcage

The way to work these into the gameplay progression is to factor driving assists into the final score of a race. Race Driver: GRID did this well. So using driving assistants will take away from your final score, but they may be the only way for you to win a race until you get better at driving.
On the harder levels of the career mode or difficulty settings, driving assists will simply not be allowed. Whether none at all, or only some.

Re: Car physics

Posted: Thu Aug 13, 2015 1:13 pm
by Jello_Snake
I like my racing games to be tough, but I also like them to allow for crazy stunts and shenanigans without punishing the player. RC1's physics discourage risk taking. Mainly just when it comes to how hard the car bounces and jerks when you land a jump. You loose time because of it, so it's better to loop around the side of a wall and back to the ground then to shoot out of a tunnel from the ceiling. But shooting out of a tunnel from the ceiling is just straight up cooler!

Re: Car physics

Posted: Fri Aug 14, 2015 6:21 am
by landvaarder

Re: Car physics

Posted: Fri Aug 14, 2015 7:07 am
by potterman28wxcv

Re: Car physics

Posted: Fri Aug 14, 2015 3:58 pm
by Selrisitai

Re: Car physics

Posted: Sun Aug 16, 2015 12:26 am
by Tazeram
I do admit that it's annoying hitting a tiny rock or slight indent on the track and it sending you spinning around multiple times or even flying. I'm actually optimistic about Grips car handling mechanics now. It seems slightly more realistic and heavy feeling, but the speed is not lost, and the power from weapons is not lost.

This means you have more grip (hehe), but it also means there is still a lot of speed, punch in weapons and you need to focus. I love how grips prototype track seems far more open, and there seems to be far more tricky paths rather than set out roads in many tracks of Rollcage 1 and 2. This will make driving around the track harder and more skill needs to be required to have fast laps, but retaining more down-to-earth physics simultaneously so that you don't suddenly become last due to a ridiculously spinning frenzy.

Re: Car physics

Posted: Tue Aug 25, 2015 8:35 am
by mrjimp
I love this thread!

Awesome discussions here.

I like the idea of air control, but only a tiny amount.
I like it if it has some realistic working mechanics, such as torque control from breaking, or accelerating the wheels, or if you have modified you car with fins and/or flaps. (Fins and flaps ofcourse, should be easily breakable so its nothing you can rely on after a few rocket impacts, or a few crashes)

Aircontrol i think should not be able to avert a disastrous take off, BUT could be used to steer your landing _a bit_ and maybe to keep the car level if the take of was nice and steady.

Re: Car physics

Posted: Sun Aug 30, 2015 11:07 am
by Chris_CE

Re: Car physics

Posted: Sun Aug 30, 2015 11:12 am
by Chris_CE

Re: Car physics

Posted: Sun Aug 30, 2015 1:27 pm
by TheOnLY
I think Trackmania does a great job as far as Aircontrol goes, as existing angular momentum can be cancelled out by players actions (breaking or steering midair), slowing them down though. Additionally no new angular momentum can be added in the air. So once your car was facing the worng direction you would have to wait for the car to rotate far enough to face the right direction again. This mechanic would still punish bad jumps but eneable players to save at least some of their speed, when done right.

Re: Car physics

Posted: Mon Aug 31, 2015 2:41 am
by landvaarder
I have no idea how hard it would be to implement, but I would like to be able to draft behind other cars.

Re: Car physics

Posted: Mon Aug 31, 2015 7:34 am
by potterman28wxcv

Re: Car physics

Posted: Mon Aug 31, 2015 8:21 am
by Unreal.2K7

Re: Car physics

Posted: Tue Sep 01, 2015 6:39 am
by Yrch

Re: Car physics

Posted: Tue Sep 01, 2015 9:00 am
by Mik1

Re: Car physics

Posted: Tue Sep 01, 2015 1:07 pm
by KazzyMac

Re: Car physics

Posted: Thu Sep 03, 2015 8:17 pm
by Chris_CE
Definitely need a parental advisory warning if we're going to share dev videos. My roots are in roofing and renovations, so I've perfected my crass tongue

Re: Car physics

Posted: Sat Oct 10, 2015 6:11 am
by codemonkey
There could be a real simple solution to this problem - two levels of control. For beginners, getting a feel for the game, we should implement a driving model with driving aids to help the player control the vehicle. For those that desire more challenge, switch the aids off, and even have a manual gearbox so that you really feel like you're driving the car, and not the management computers.

After you reach the end of the first league in a campaign, we could give the player the choice of taking away the stablisers right there.

Network games could enforce a driving model across all machines to ensure fair play.

Re: Car physics

Posted: Sat Oct 10, 2015 10:45 am
by landvaarder

Re: Car physics

Posted: Sat Oct 10, 2015 11:58 am
by codemonkey