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Engine v.114, Scripts v.232, event sign-up improvements
*sam*
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* Town-event entry can now be made from within the game client (when you click the Register button)
* You can now also tweak tyre pressure, suspension and armour in stock cars in town events. Any feedback on the effect of tyre pressure changes are particularly welcome.. also I’m unsure whether moving weapons in stock cars is a good idea as it could give too much advantage over the NPCs?
* The suspension tweaks might help with start-line bridge problems on the joust track.. again, any feedback on this would be welcome

(this is a precursor to the darkwind sandbox functionality, which I want to make fully gameclient-controlled rather than website)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 7, 2009, 4:00 pm Last edited Feb 7, 2009, 8:37 pm by *sam*
Marrkos
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Any chance of making the registration window bigger?  Seems very cramped.

Very cool even with the smallish window, though!
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vet wv community

Posted Feb 7, 2009, 4:35 pm
*Lugal*
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*sam* said:
* You can now also tweak tyre pressure, suspension and armour in stock cars in town events.

:o
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vet marshal wv

Posted Feb 7, 2009, 7:14 pm
Mad Mike
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yes, very cramped. any chance to making it the same size window that your resolution is set to?

also make co driver default to none, I believe most do not use co drivers unless in combats with extra gunner

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vet wv

Posted Feb 8, 2009, 12:10 am
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This is good stuff. Now that we have control over such things can a stock vehicle be set to have less armor than those which it races against, and if so, will that make it lighter and, therefore, faster?
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Feb 8, 2009, 5:35 am
*viKKing*
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The principle of stock cars is that all competitors are racing the same unmodified vehicles.
Doesn't make sense to me to add this option for this kind of races.

It would for pro and custom events though.
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vet cont zom slay2013 marshal wv

Posted Feb 8, 2009, 3:06 pm
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Quote:
The principle of stock cars is that all competitors are racing the same unmodified vehicles.
Doesn't make sense to me to add this option for this kind of races.


Despite the tone of my previous post, I agree with this statement. When I found that I could change my armor loadout I was surprised for just that reason. I then went on to make it work for me by adding a heap of rear armor in a front-mounted weapon deathrace. . . and won.

But you're right. Stock cars should be identical save for minor tweaks or tune-ups. The question, then, is which category does armor shifting fall under? A minor tweak or a difference big enough to make the car non-stock?

There's good news and bad news here.

Bad: It can decrease the need for one to be a great racer if they can find a way to make up for their lack of skill through changing their car.

Good: It may be able to help alleviate the one-track mind of deathracers who stand behind the crowd and fire by allowing them to stack up their rear armor and try to stay in the crowd until they can pull ahead, etc.

Food for thought, I guess. I haven't quite decided which side I agree with more.
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Feb 8, 2009, 3:27 pm
Alocalypse
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I'd much rather see this on your own vehicles too and done via the website and so you can have vehicle design specific settings (but this is probably already in the works).

I'm not against having it on stock cars, since figuring out the right settings for a track/car becomes a fun challenge and gives veterans a chance to earn an additional advantage over newbies (I know not everyone will like this).

I'd also like to see more tweakable settings like seperate front/rear suspension/pressure settings and downforce (maybe only for racer type cars) and gearbox ratios because I'm into this sort of micromanagement :p

EDIT:
Quote:
Bad: It can decrease the need for one to be a great racer if they can find a way to make up for their lack of skill through changing their car.


The settings probably won't change things *that* much. Even if it did, it might be a good thing since it's possible to be good in different ways. I'd also argue that any skilled racer would desperatley want to mess with the settings to get even faster times.
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Feb 8, 2009, 3:39 pm Last edited Feb 8, 2009, 3:42 pm by Alocalypse
Marrkos
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viKKing said:
The principle of stock cars is that all competitors are racing the same unmodified vehicles.
Doesn't make sense to me to add this option for this kind of races.


Quote:
There's nothing stock about a stock car.
  ;)
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vet wv community

Posted Feb 8, 2009, 4:19 pm
The Paranoid Tourist
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I've got no arguments against tire or suspension settings; those would be very commonly altered to a racer's taste in any stock car league. The armor shifting is the only thing that I think might be crossing the line.

I'm all for tire and suspension tweaks. . . just a little too nervous to mess with them much, currently.
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Feb 8, 2009, 4:50 pm
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I agree. I may never tweak the suspension more than once or twice but rearranging armour and weapons is going a bit far. Quite apart from anything else, a reasonably balanced stock car is a good tutor for new players - don't bamboozle them with lots of settings! Save armour/weapon things for semi-professional events, perhaps?
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vet wv

Posted Feb 8, 2009, 4:58 pm
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Okay, I just ran a DR with some suspension modifications. I'm not really the calibre of driver you need for proper research but I can say that turning corners at speed in a Marley with overinflated tyres and boosted suspension is... tricky. If it does get into a turn, it can overcompensate and become hard to get straight again.

What is the expected effect of tyre/suspension tweaks? What should be happening?
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vet wv

Posted Feb 8, 2009, 6:17 pm
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Put into its vaguest terms and assuming that all things equal real-world-esque equivalents, here's what I know:

Higher tire inflation means potential for faster top speeds but more difficult turning and might make you bouncier through bumps, lower would do just the opposite.

Harder suspension will make your car a bit more difficult to steer due to the fact that the tires are likely to bounce off of the surface of the track a bit more frequently, softer suspension will turn you sharper, but may lead to more spinouts or even a bottoming out of the car.

Lengthening the suspension will exaggerate any effects that the suspension is causing and vice-versa.

Hope this is helpful. I must reiterate that this is an incredibly simplistic take on these things, and there are a hundred other factors which I'm probably not considering.
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Feb 8, 2009, 7:30 pm
Marrkos
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Vehicle customization

Modify as necessary. :)
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vet wv community

Posted Feb 8, 2009, 7:51 pm
The Paranoid Tourist
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Thanks, Marrkos. Gee, if I wasn't already a published writer I'd feel like one now. ;-)
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Feb 8, 2009, 8:02 pm
*sam*
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The main thinking behind the armour changing was to give extra options for more experienced players, as alo suggests.

I can see that in certain situations it can make too much difference - e.g. the front-mounted DR example. Maybe the ability to switch armour needs to be reduced in (some?) (all?) circumstances.. e.g. so you can only change each side by a max of say 4 points.

In terms of the effect that tyre/suspension tweaks are *supposed* to have - actually, I'm not 100% sure. These are variables that exist in the game engine which clearly have *some* influence over handling, but I didn't code most of the vehicle handling stuff. That's why I asked for feedback about these effects.. letting you tweak between 75% and 125% seemed reasonable. I doubt if the effects will be unbalancing, and most likely will give considerable tactical variability depending on the exact track and its surface type.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 9, 2009, 10:04 am
*Ninesticks*
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Limiting the amount of armour that can be shifted seems reasonable to reflect pre-event tinkering time.

As an aside you could set an amount of time available for tinkering and allocate a time cost for each change - might help create difficult choices for those who want the extra challenge.
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vet wv marshal pvp4 community pvp20,1,0

Posted Feb 9, 2009, 10:56 am
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I would point out that this makes Pro events even more disadvantaged.

You have to have your car ready for a Pro event 15 minutes before the event. Changing armour costs money and time. Yet in stock events, all the flexibility is quicker, faster and cheaper.

Overall, I am not in favour of changs which advantage experienced players over inexperienced players in stock events (I hate the Jumpstart specialism for precisely that reason).

I also hate tweaking suspension and tyre pressure, but that's just because I don't understand anything about cars.

So, I'm not a fan of these changes like viKKIng, and I would prefer to see them have minimal effects.

Specifically, I agree that the shifting of armour should be limited to only a few points (and I can see lots of cars with 1 point top and bottom and lots on the sides)

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vet combat1 wv ped1 northernsummer

Posted Feb 9, 2009, 11:02 am
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if it helps arl and makes people complain then im all for it. ;) even tho ill never use it cause i suck at racing :stare:
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vet paintball wv1,0,1

Posted Feb 9, 2009, 11:53 am
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Another option would be to make changing armor cost - if you mess with the armor settings you will lose 25% of your total armor. (Maybe disable it entirely for races though)
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Feb 9, 2009, 12:04 pm
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