Catalyst Gaming
Backup Sections => Suggestions => Orange Cosmos Roleplay 2[ARCHIVE] => Denied Suggestions => Topic started by: ?«SG.Sup?? | Sir.Scottx125 on May 05, 2013, 05:16:09 PM
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The Dodge is improving although there are some problems:
Acceleration is abit too high.
Weight of the dodge is too low, causing the dodge to become unstable at 40mph +.
Traction is slightly too low.
Also theres this weird motion of the dodge to always drift left...
Although the update has added some significant improvements as of yet, so thank you for the last update.
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Acceleration is abit too high. I will drop back the horsepower down and play with the gear ratios to make it a bit less intense with acceleration.
Weight of the dodge is too low, causing the dodge to become unstable at 40mph +. The instability can mostly be attributed to the centre of mass not being correct (see below for info)
Traction is slightly too low. I spent two hours tuning the suspension, weight and wheel inertia to be in balance with each other but it looks like I'll need to keep trying.
Also theres this weird motion of the dodge to always drift left... Unfortunately there is a glitch with the model itself where the centre of mass defined by the game engine is not what it would be in real life. The only fix for this issue would be to use a new model for the car.
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Thank you for responding w/ the intended improvements.
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whoever made the car i think set the origin to the drivers seat.
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Also, please change it back to dodge souunds rather than shelby.
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Seeing as how the model is kind of... junky... why not replace it with the TDM one, a lot nicer and better layout and LODs. It may also make it faster and easier to get driving correctly.
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1: I <3 the shelby sounds, I feel like a badass chasing after people
2: I <3 the acceleration, but traction could be better
overall 8/10
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Unfortunately we can't always have the best of both worlds.
If a vehicle goes too fast then the wheels won't maintain traction at high speeds and the body mass needs to be lighter without increasing horsepower otherwise the vehicle will spin out of control.
If a vehicle has high traction then it won't accelerate out of corners as well as it should, the suspension won't handle bumps and hills and the body mass needs to be scaled up to stop it spinning out (thus killing off any drift capability).
I was asked to "make the charger go faster and make it drift" and it's simply not possible to have a high speed drifting vehicle with the current scripts. I will, however, attempt to drop back on the acceleration and play with the gear ratios to stop the sudden acceleration in first and second gear (current ratio is something like 4.6:1 and then moves to 1.6:1 so I'll tighten those up).
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Unfortunately we can't always have the best of both worlds.
If a vehicle goes too fast then the wheels won't maintain traction at high speeds and the body mass needs to be lighter without increasing horsepower otherwise the vehicle will spin out of control.
If a vehicle has high traction then it won't accelerate out of corners as well as it should, the suspension won't handle bumps and hills and the body mass needs to be scaled up to stop it spinning out (thus killing off any drift capability).
I was asked to "make the charger go faster and make it drift" and it's simply not possible to have a high speed drifting vehicle with the current scripts. I will, however, attempt to drop back on the acceleration and play with the gear ratios to stop the sudden acceleration in first and second gear (current ratio is something like 4.6:1 and then moves to 1.6:1 so I'll tighten those up).
Is it then possible to pull some scripts from the OCRP 1.5 version? Car handling in that version was perfect.
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Unfortunately we can't always have the best of both worlds.
If a vehicle goes too fast then the wheels won't maintain traction at high speeds and the body mass needs to be lighter without increasing horsepower otherwise the vehicle will spin out of control.
If a vehicle has high traction then it won't accelerate out of corners as well as it should, the suspension won't handle bumps and hills and the body mass needs to be scaled up to stop it spinning out (thus killing off any drift capability).
I was asked to "make the charger go faster and make it drift" and it's simply not possible to have a high speed drifting vehicle with the current scripts. I will, however, attempt to drop back on the acceleration and play with the gear ratios to stop the sudden acceleration in first and second gear (current ratio is something like 4.6:1 and then moves to 1.6:1 so I'll tighten those up).
Is it then possible to pull some scripts from the OCRP 1.5 version? Car handling in that version was perfect.
GM13 broke them all afaik.
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Unfortunately we can't always have the best of both worlds.
If a vehicle goes too fast then the wheels won't maintain traction at high speeds and the body mass needs to be lighter without increasing horsepower otherwise the vehicle will spin out of control.
If a vehicle has high traction then it won't accelerate out of corners as well as it should, the suspension won't handle bumps and hills and the body mass needs to be scaled up to stop it spinning out (thus killing off any drift capability).
I was asked to "make the charger go faster and make it drift" and it's simply not possible to have a high speed drifting vehicle with the current scripts. I will, however, attempt to drop back on the acceleration and play with the gear ratios to stop the sudden acceleration in first and second gear (current ratio is something like 4.6:1 and then moves to 1.6:1 so I'll tighten those up).
Is it then possible to pull some scripts from the OCRP 1.5 version? Car handling in that version was perfect.
GM13 broke them all afaik.
Not all of them, I remember some cars drove like they were on ice like the Lotus. But others like the bobcat were fine.
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Couldn't you simply use the updated TDM Dodge Charger to fix the center of mass problem? Yes, it is a civilian model, but you could still apply the old skin (or if necessary, I probably still have the image somewhere and could fit it to the new model) and change the emergency lights. Police cars without lightbars aren't all that atypical or uncommon.
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Me personally, I do agree that there can't be a "best of both worlds", I think, that maybe we could keep the Charger how it was before we screwed with it, the only change I would say is to keep the Shelby sounds, because that is one thing that I really enjoy.
Same car
Same steering as before
Same speed as before
Shelby sounds instead of Charger sounds (tbh the charger sounds kind of kill the car)
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Except the shelby sounds are the sounds of a classic muscle car, not a new age muscle. And yes there is a noticeable difference.
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Something serious has to be done about many of the vehicles in the gamemode, this has been said many times and will keep going till it gets done, however devs; if you cant handle all the testing and balancing issues get community members to test the vehicles and fill out forms to give input, then you act on those accordingly to fix the vehicles. OR even ask community members to help with development. I dont care, whatever it takes to get this done since vehicles in this gamemode are fairly essential.
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Something serious has to be done about many of the vehicles in the gamemode, this has been said many times and will keep going till it gets done, however devs; if you cant handle all the testing and balancing issues get community members to test the vehicles and fill out forms to give input, then you act on those accordingly to fix the vehicles. OR even ask community members to help with development. I dont care, whatever it takes to get this done since vehicles in this gamemode are fairly essential.
+SUPPORT
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Something serious has to be done about many of the vehicles in the gamemode, this has been said many times and will keep going till it gets done
We have lives outside of Catalyst Gaming too and no amount of complaining will put fixing virtual vehicles for free at the top of my priority list.
You can vent your frustrations with vehicles here where a changelog is also visible: http://www.catalyst-gaming.net/index.php?topic=24580.0 (http://www.catalyst-gaming.net/index.php?topic=24580.0)
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Something serious has to be done about many of the vehicles in the gamemode, this has been said many times and will keep going till it gets done
We have lives outside of Catalyst Gaming too and no amount of complaining will put fixing virtual vehicles for free at the top of my priority list.
You can vent your frustrations with vehicles here where a changelog is also visible: http://www.catalyst-gaming.net/index.php?topic=24580.0 (http://www.catalyst-gaming.net/index.php?topic=24580.0)
I quote 'however devs; if you cant handle all the testing and balancing issues get community members to test the vehicles and fill out forms to give input, then you act on those accordingly to fix the vehicles. OR even ask community members to help with development. I dont care, whatever it takes to get this done since vehicles in this gamemode are fairly essential.'
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I think this thread was posted before that vehicle thread showed up, anyways, now that it's there, this does not belong here anymore.
http://www.catalyst-gaming.net/index.php?topic=24580.0
Locked.