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Messages - Niels007007

#1
Hi,

So I've been complaining about the 'spin physics' a bit and it is time to show me how it is done..

I'm curious how fast or slow I am, so if you feel like putting me in my place.. :D Here is the track and my replay, I gave it about 5 attempts, using Stunts 1.0 with the Integrale.

I wouldn't call it a competition, just curious what you people do with this car on this track, if you feel like having a go..

Regards,
Niels Heusinkveld
#2
Roland has skid sounds on dirt! I had no idea.. Will try that.

I found with the Countach I did 'save' a few slides on dirt. Very hard though.
#3
Do the fast drivers 'feel' the limit? I mean when I attack my 20 minute rally stages, it is all about how fast I dare to go. Slightly too fast, or with too much steering, and I spin. This is made even more difficult by having to 'tap'  the steering, so maybe you hold down the steering a bit too long and you cross the threshold of the 'spin out' routine..

It would be amazing if instead of just sliding off, you could correct it and loose some speed and time, which would be more in line with reality as well..

I'm still having more fun with Stunts than I would have with WRC 23 however I bet.. :D
#4
Hey Cas,

Of course it is an ancient game, and compared to say, Test Drive 3, it has constant timing and pretty good car handling relatively.

I was a physics developer for a racing sim, and ironically for a long time, games were much too hard to control once the car started sliding.

Of course again, STUNTS is not a 'sim' and in 1992 I didn't know any better. The understeer in the game is not bad, there is a limit too how sharp you can turn, and if you turn more, the tires make more noise and it takes more time for the car to go straight again, so you are rewarded if you minimize the understeer.

The oversteer seems very very fake, just suddenly 'if speed > x and steering >y then grip = 0.5 while following some partially predefined path..

I thought maybe there is a 'grip' value found in deconstructing the game, and maybe you see it change when the 'canned oversteer' comes in.. So maybe you can overwrite it with something else.. I'm no programmer so what do I know..

At the other end, why would you 'mess'  with a 30 year old game.. Maybe my desire to just have a bit more feel of the 'limit' by adjusting this fake oversteer is silly, I can go back to my modern sim and tweak its physics..
#5
Heyho,

I like to make very long 'rally stages' of about 18 minutes. Using 4d or Stunts 1.1, the game crashes after 10 minutes. Using v1.0, you get a warning that the replay buffer is full and if you want to continue.

odd that seemingly, version 1.1 they forgot this replay buffer check and the game just crashes!
#6
Hello,

I have no idea how deep people have gotten into figuring out how the game physics work, but the 'fake spin out' physics have always bothered me. Sure they are part of what makes Stunts, but you overdo it one bit, and without warning you loose all grip and find yourself off the track. Maybe with the LM002 you can stop it if you countersteer the first frame you feel the slide starting, but mostly you're a passenger.

Have the physics and maybe the spin out logic been found / analyzed at all?