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 2049 times)

I've noticed another issue with the physics,  once you go far from the center of the slate (where you first spawn in a singleplayer game) the physics tends to glitch even more, I'm not saying I want to make all my vehicles player based from now on, but for the project I have in mind, player vehicles are the most logical

Just saying.

Depends on the amount of players.

I'd have problems if you did it with something with a long wheel base and obvious wheels, like a typical car. For things like bumper cars and little hover things, the trade-off (able to bump into each other without freaking out; but unable to tilt and roll with what you drive on) would be worth it. It has to be something you could turn around easily, because the thing about player vehicles is that you can just spin around as fast as you want. They should have a sort of square ratio and be silly.

They have their place, certainly. Flat tracks, or perhaps one with jumps which trigger a jumping animation, or open arenas in which to bump into each other; bumper car deathmatch. hmm, yes.



Of course my problem with you doing that is all based on my own perspective, and my ideas about how I use cars in blockland. Please feel free to try whatever you're considering, especially if it means a race in which we can actually run into each other without getting completely stuck or launching into orbit.

i like them i just hate how they can turn on a dime


It really depends.  Physics vehicles are usually my preference because they handle somewhat realistically if you know how to avoid glitchy collisions.  Player vehicles are unrealistic IMO in that they do not accurately portray physics, for instance, all you need to do to turn is move your mouse, and it's an instant turn, and there's no rolling or falling on your side because the vehicle's rotation will always be limited to one axis.  Physics vehicles present a challenge and when coded and balanced very well, it can be a very pleasing drive/flight, what have you; player vehicles are definitely easier to drive, and additionally work with water a lot better.

Physics are fine, players driving ability's are not.

You should try converting the dirt modified to one :o

Seems worth putting time into.

I prefer physics for a few reasons, one being if it were a playertype your car wouldn't bank around corners and do loops and all that jazz.
Plus playing with the suspension is fun.

Perhaps you could do a thing where you make 2 versions of each car, one for physics the other as a playertype?

I would like bot carts.
And to those who say the physics are not to blame for racing errors, try driving behind a lagging player. Its.... "fun"

Please make a set. I was races to involve skill, not pandering to broken physics.

i like them i just hate how they can turn on a dime
Were you here for V1?
« Last Edit: December 10, 2014, 07:45:12 PM by Mr.Noßody »

I would like bot carts.
And to those who say the physics are not to blame for racing errors, try driving behind a lagging player. Its.... "fun"

Please make a set. I was races to involve skill, not pandering to broken physics.
Were you here for V1?

...no?

one of my main problems with bot vehicles is the fact that they, for whatever reason, come to a dead stop when they fall from even a 1 plate distance

Physics are fine, players driving ability's are not.
How silly of me for letting my car be launched into the stratosphere because I slightly nudged another vehicle. Must've had it set to Team Rocket mode. My fault entirely.

On one hand, physics vehicles aren't perfect, but on the other, I don't want a vehicle that pretends it's a car when it very clearly isn't. If you're going to use player-based vehicles, it should probably be a hovering vehicle like Teneksi said, or have some other thematic excuse to justify free turning.

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
« Last Edit: December 11, 2014, 10:45:20 AM by Filipe »