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Default cars - redesigning their handling

Discuss the various race cars in Turbo Sliders.

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Whiplash

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Default cars - redesigning their handling

PostThu Mar 30, 2017 3:46 pm

I want to open discussion between all of you about the default cars and idea to edit and improve their handling. We see often people asking for more competitions with default cars, but, from another side, a lot of you also see these cars quite boring obviously (since there is no any survived server with them). That's why I got to idea for total default cars handling redesign.
At first I thought that Spinner is actually the only car that needs the change, but T convinced me that all the other cars are also somehow "unbalanced" and need some sort of change.
For now, I think that all of the cars need that new "fuel consumption logic" that is implemented on F1-Genesis (it affects the acceleration, not the top speed). Also, I think they all need some amount of downforce effect (according to the shape of their chassis).
But, I want you to describe what other changes you would like to see on each car's handling. Just don't say they're already perfect, 'cause that's obviously not the truth.
I will then upload all of their beta version to LVP4 server so we could all try them out for some time and tweak them now and then - until we get the optimal results.
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Mike Nike

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Re: Default cars - redesigning their handling

PostFri Mar 31, 2017 12:04 am

Consider: races with pitstops are usually long, right? I'd love long ghostraces, but destiny is giving us usually long nonghostraces. And you can hardly have fair long nonghostraces with sliding cars, like Slider, EasySlider, Spinner, Speeder...
And long rough races isn't really a thing in TS yet, isn't it?
And most F1 cars basicly are already (fast) AntiSliders.
So, i don't feel there is a need to create anything fancy there yet.
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Tijny

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Re: Default cars - redesigning their handling

PostFri Mar 31, 2017 11:27 am

I've fiddled around a bit with this and I think the initial results look promising. I wanted to make the cars more manageable, more accessible and less "hyperactive", resulting in around 33% slower laptimes, without sacrificing the unique feeling of the original versions.
I just need to finish tweaking the cars' balance compared to each other, as we all know the default Speeder and AntiSlider are way overpowered compared to the other three and I would like my setups to be more evenly matched. These are my ideas of how that should work:
  • Speeder should be fastest on fast tracks, obviously, but of limited usefulness in slower tracks.
  • AntiSlider should dominate on medium-fast tracks with high speed turns, but lose to Spinner on really slow and twisty tracks.
  • Slider and EasySlider should be versatile choices, able to compete to some degree with the "specialist" cars on their respective tracks.

I am not sure what your plans are with this, but I would like to see rough cups where everyone can freely choose their car, and one car is not necessarily better than another.
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Whiplash

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Re: Default cars - redesigning their handling

PostFri Mar 31, 2017 2:44 pm

Another important goal should be to make Spinner to be a fun car. Currently it's threated as a black sheep. The only place where I regularly use it is the battle mode. I wouldn't even bother to change it so drastically that we have to change its description too.
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Tijny

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Re: Default cars - redesigning their handling

PostThu Apr 13, 2017 1:41 pm

Alright, we tested some actual cups yesterday and I really liked the racing dynamics and how balanced the cars felt - all of them were able to perform well in the way that I intended. I will wait for Whiplash to present his ideas about the final tweaks, then I will probably release the final versions on Sunday and host a series of introductory cups (rough racing - mixed cars or random cars, hot lapping, maybe some EasySlider K.O. to finish things off?) that evening, in place of the postponed F1 race.

For now, the beta version that we used for testing yesterday can be found HERE.
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magnam

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Re: Default cars - redesigning their handling

PostFri Apr 14, 2017 5:16 pm

maybe all the spiner needs is a bit grip :roll:

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