I don't know how many parameters in the car and material are used in a environment (could be a nice story to explain us how you design a gameplay

) I'm just trying to understand how it works and what can be done. Because i would love to have some more cars in Raid but i am even not a amateur here, just a noob
Hylis wrote:So, for the physical parameters, it could be complicated: what about a mods of items that are embeded with a mods of physicial parameters that have to be forced to download because of the physicial changes it generates? ^_^
Maybe it is a too easy solution

. I suggest another solution. You can change parameters for materials not used in a environment. So we can maybe find some interesting things like ice in RaidValley (even if i guess many people dislike driving on ice

). The goal is just to have a a few new materials in a title. This is a small step and you control almost everything here (but it need time and i know there are many priorities

)
Hylis wrote:For the car controls, any car in the real world are probably below our car, so <1 is not that big limitation. I hope you have tried to change the parameters already, because it's truely interesting and impressive how it changes things. We are looking to enable the force model function, and the sample I was giving to support this priority was to select a car with the control in solo modes like Raid. But if that interesting thing is not used, it will probably not be a motivation to push even further, because I know what it can already do, and that they are the most important parameters.
I made some quick test about parameters. But in Raid there are many offroad and if i decrease acceleration it don't sound good. And control value seems to be quite low in valley and canyon already so... More important i don't want to have a gameplay too close to environment gamaplay. I think it is better to keep the same gameplay or to make big changes. his is for the car, for material it could be different. Last thing, Spaii made some test with value >1 when it was possible. And if i read well, it was more interesting than now

Maybe also a new carhandling need new objects. But many objects and Items are already done so... That's is why i wrote in a other topic : for strategic features we need to know what could or will be done because it takes a long time to make mods, objects, maps, etc...
Force model fonction is very interesting. I think about that for a long time :
http://www.meuhmania.com/raid2/?p=728 But it is the same for me : "it will probably not be a motivation to push even further" if i don't know if it will happen. So I stop to create special models for Raid (also because import from Blender is very difficult and because i can't do so many things...)
Hylis wrote:Je dis souvent que j'ai toujours un plan sur 5 ans, que je change chaque jour.
Bon, si ma feuille de route un peu évoluée, je suis plus stable que toi. Il faut dire que je maîtrise beaucoup moins de facteurs... En fait, je doute de ton affirmation

Je crois que l'objectif et les lignes générales du plan sont parfaitement réfléchies. C'est la tactique qui évolue. L'agilité au service d'une vision ou d'une top priorité
I know it's french in english topic but sometimes it is nice to be a little bit transgressive
In conclusion about gameplay, i think it is just the beggining of the story. Of course we need to understand how it works. I don't know if it is better to start with 2 parameters and to be obsolete at the next step or to wait for more possibilities.