Chris_CE wrote:it might affect people's driving as they cars go so fast and you need to see where you're going.
wantfastcars wrote:GRIP NEO MODE: Because the physics weren't hard enough to tame as-is
ApexAzimuth wrote:I think the speed in Grip is fine. Honestly the game "feels" faster than many other games "look", because we have to deal with actual, punishing physics. Loosing control of the car because of excessive speed is actually a thing in Grip, where it isn't in other games. Driving on the razor edge of controlability is what gives the greatest "feeling" of speed, not just the absolute velocity.
AlphaOmega2213 wrote:The physics don't feel right. The cars seem to float in the air way too long, and easily bounce out of control, it's like you are driving on a low gravity moon. Also the cars feels like they have zero suspension. And the sense of speed is wrong; it's impossible to tell how fast you are going unless you look at the speedo. It's not a matter of having more speed or less speed, but more about the sensation you get at going different speeds.
Queadah wrote:A few ideas for scale assets:
- beach crabs with a small AI to walk away from the cars as they get close
- seagulls with also some basic AI or random motion
Tathendal wrote:What about regular cars? Well those might not exist in those planets. Maybe some old junk cars? That might give the scale of GRIP cars pretty well to see a normal car or drive over one and explode it
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