Poll

Which one do you prefer?

Physics Vehicles (like the Jeep)
40 (71.4%)
Player-based Vehicles (like the horse)
16 (28.6%)

Total Members Voted: 56

Author Topic: What is your opinion about player-based vehicles?  (Read 2044 times)

im sorry if im late but, according to my edits on some vehicles...
the car glitching can be reduced but can't be reduced which there is no glitching,
apparently the cars dont glitch much if you place the value as 0 on the runOverpushScale

runoverpushscale deals with the pushing when you ram a car, wow how stupid am i not to notice that!!

ontopic: they are just fine and needs to be configured properly otherwise they wont be really used in
any races.. i hope this helps you guys to make cars not glitch to losing one of their tires

Well what I really had in mind is a city circuit that works like a minigame on my project that it has thin roads with a bunch of cars, such thing would be impossible with physics vehicles unless they blast off to outer space
Well my two cents:

1)  Player vehicles would work better in that context.

2)  Why would you use thin roads unless it's for a small challenge bit such as a shortcut or detour?  If you're just making random bottlenecks, then it'd just unnecessarily inhibit players and cause pileups.

-ohpls-
Your fault entirely for holding up whatever was going on.

Like I said, your driving abilities must be par.


-sillylies-
Yeah, in the future I'll try to ensure my car doesn't completely defy the laws of physics outlining behavior for elastic collisions. Clearly I am the problem here.





player based vehicles arent so good cause the movement is so weird. its ok for a horse but i have a tank addon that has an MG and its player based and its so op