Loop- Wallride- and Dirt Physics and Turning Radius

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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 »

I'd rather it follow Rule of Fun and Rule of Cool than realism. Case in point, the loose handling makes tracks like D01 with the cross-canyon loop a real bugger to get. You have to turn to line up with the loop, but because of the tendency to drift even a minor turn causes you smack the side.

Either the loop/walls need to be tweaked so you don't spin out for everything or, like coast, don't have them. The Canyon car really doesn't seem to be made for loops.

The narrow loop isn't a case of bad design, it really is the car physics screwing you over.
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wiidesire-2
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Re: Loop- Wallride- and Dirt Physics and Turning Radius

Post by wiidesire-2 »

Jet777 wrote:This just makes it more realistic imo - how easy would it be, really, to turn the car when you're upside down in a loop, or driving through dirt at 300 km/h? :P

realistic things were never part of Trackmania. Thats why I loved it so much


completety agree to the start poster, I'm still waiting for a patch, which changes the handling from this boats to normal trackmania cars again


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the fact that I'm not a jobless nolifer, which is able to WAIT 5 min to make 1 offical time :clap: :roll:
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metoxys
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Re: Loop- Wallride- and Dirt Physics and Turning Radius

Post by metoxys »

The turning radius is really ridiculous.
xanatos.chimera
Posts: 99
Joined: 30 Aug 2011, 06:58

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

Post by xanatos.chimera »

Yeah, I noticed the radius thing as well. But at least you can deal with that with well-executed drifting, so I don't mind that so much.
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