Loop- Wallride- and Dirt Physics and Turning Radius

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.dejavu
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Re: Loop- Wallride- and Dirt Physics and Turning Radius

Post by .dejavu »

Wtf are you saying?
What's TM1 for you? Stadium maybe :roll: ? Then :roflol:

If you don't like the physix of a NEW game, go back to the old one..

Don't expect changes in gameplay (fortunatelly).
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EnaiSiaion
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Re: Loop- Wallride- and Dirt Physics and Turning Radius

Post by EnaiSiaion »

Azranos wrote:You should fix the handling to the same as it was in TM1, or you should rename the game, it doesn't deserve the TM tag on it with the current state of driving.
So island isn't TM?

I agree the lack of viable loops (and therefore fullspeed tracks) is regrettable, but the environment was never meant to have those loops in the first place and this is not the first time in Trackmania history an environment is based around driving skill instead of stunts.

Environments without freeform loops and wallrides in TM1:
Desert
Rally
Snow
Coast

Environments with freeform loops and wallrides in TM1:
Stadium
Bay
Island

TM1 has some strange environments that stray a lot further off the TM formula than canyon. Rally has no stunt pieces whatsoever and it is heavily based on driving skill on a variety of surfaces and road widths (does this ring a bell?). Coast again has no platforms and no walls and is an extremely slow environment that requires slowing down for almost every corner (does this ring a bell?). Bay is a stunt environment with a springy car and extremely steep road hills, which does not lend itself to smooth jumps and wallrides.

The problem is
PEOPLE EXPECT CANYON TO BE THE WHOLE OF TRACKMANIA 2.
It is meant to be the drift-based, loose, high speed sliding environment as opposed to Valley and the third environment which one would assume are much more grippy and precise.

Sure, perhaps Nadeo should have developed the environment with good old classic stadium handling first.............. oh wait they did that: Valley was the first environment they made. It just got sidetracked due to some technical issues and Canyon was released first, despite being the second environment in the original planning.
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xanatos.chimera
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Joined: 30 Aug 2011, 06:58

Re: Loop- Wallride- and Dirt Physics and Turning Radius

Post by xanatos.chimera »

Judging by some of the responses, it seems like some posters either didn't read my original post, or didn't understand what I was talking about. :|
maniaracer
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Re: Loop- Wallride- and Dirt Physics and Turning Radius

Post by maniaracer »

u do a certain loop whatever only 30+ times befor 0010 :1010 : :1010 \spam
TIP: relax, i.e 15% deadzone at the centre :pil
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Trackmaniack
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Re: Loop- Wallride- and Dirt Physics and Turning Radius

Post by Trackmaniack »

At your OP, xanatos, if you can't handle a complex wallride with a parabolic arc, then it's not built for the car and hence, not your fault if you fishtail out of it. I have an insane 3-point turn split wallride in one of my tracks (soon to be uploaded, I hope), but the easiest way through it is hit the boost and then angle your car up and around, so you coast around the wallride like this: /---\ More or less. You angle up, drift your way through, and then angle down on your way out. If you have to adjust much more than that on a wallride, it's probably not built right. :-?
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xanatos.chimera
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Re: Loop- Wallride- and Dirt Physics and Turning Radius

Post by xanatos.chimera »

Trackmaniack wrote:At your OP, xanatos, if you can't handle a complex wallride with a parabolic arc, then it's not built for the car and hence, not your fault if you fishtail out of it. I have an insane 3-point turn split wallride in one of my tracks (soon to be uploaded, I hope), but the easiest way through it is hit the boost and then angle your car up and around, so you coast around the wallride like this: /---\ More or less. You angle up, drift your way through, and then angle down on your way out. If you have to adjust much more than that on a wallride, it's probably not built right. :-?
Yeah. This was posted during beta, and the beta4 update actually tweaked the driving physics so that you can better handle the wall-rides and loops now. It's comparable to dirt, more or less so tapping the turn keys will let you gradually adjust your parabola. Before you couldn't even do that. It's still loose but at least you don't fishtail out for the smallest adjustment or attempting to adjust your parabola for exit.

Either the wall-ride isn't built right or the entry bites. Putting a wallride or loop right after a corner is underhanded, because it's harder to make sure you hit the right line on your exit.
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Trackmaniack
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Re: Loop- Wallride- and Dirt Physics and Turning Radius

Post by Trackmaniack »

Well, one thing I've noticed is that if you're going at a decent speed to -finish- a fair-sized wallride, and you hit the start of the wall ride, and it's one of those mini-quarterpipes, if you don't build half a mile of straight wall above that, your handling will be screwed. You have to build the platform loop piece to gradually ease you into the wall ride in such a manner that you retain your handling...
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Chaz0r
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Re: Loop- Wallride- and Dirt Physics and Turning Radius

Post by Chaz0r »

I totally agree. Loops, walls and dirt is very bad to handle. I think it would be good to remove the autodrift there. When you are in a loop the car drifts. Without that i think you can handle everything better.
With drifting in lopps, you have to come in the right angle. If the angle is a little bit wrong, you lost.

And don't talk about reality in a arcade racing game with loops, jumps, wallraids and and and. TM is an arcade racer and there the handling should be good.

I like the new driving physics very much, but loops, walls and dirt are horrible.
crazy_horse
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Re: Loop- Wallride- and Dirt Physics and Turning Radius

Post by crazy_horse »

The problem is how counter intuitive it is.
At first a player is surprised by how much the car sticks to walls and loops, then there is no grip.
It's like the walls and loops are magnetic ice, stick really well but slide everywhere.
Sometimes when I hit a loop the car just starts sliding, it takes allot of precision to correct quickly, allot more then normal driving.
Cars stick to walls like spiderman but are uncontrolladble, they are mismatched.
Either, change the wier physics that makes cars stick to the surfaces
or
give the car more grip in these sections.

It is also inconsistent, on a straight half-pipe, it should be physically impossible to steer while on the vertical wall, yet there are silly amounts of grip.
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EnaiSiaion
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Re: Loop- Wallride- and Dirt Physics and Turning Radius

Post by EnaiSiaion »

Technically if there is downforce you can stick to a vertical wall or upside down, but you will slide a lot because gravity is working against you. An F1 car that can pull >1G turns and has downforce can do what you can do in TM2 - in fact you could even drive upside down forever.

The problem is that, while it may be "realistic" players don't want realism but loops that actually work.
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