My First Impressions and Many Following Suggestions

Discussion in 'Ideas and Suggestions' started by Ky, Oct 12, 2013.

  1. Ky

    Ky
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    Oct 11, 2013
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    345
    Hello, this is my first post here, so please let me know if I need to change anything about it, or if you have any additions or edits you want to make.
    I do hope that you developers will see and maybe even use this post as a kind of "to-do list" or suggestion box
    (On a side note, I've been developing 2-D car models and simulations for about 2 years in the program Algodoo. Most of the things I say here are from my experience as a developer)

    I've had the game for two days now, and I've had about 16 hours play time...

    So these are the things that I would consider changing or adding (and many I have developed myself for 2-D physics)- I've made keywords bold for easier reading


    Part 1: Things I love <3

    I'm deeply impressed with the level of realism for the deep sand, mud, and water physics (eg it will flip the car if you slide into it sideways because the outside tires sink)
    The handling was much better than I expected, and as a whole, the vehicles feel as if they are made from a real frame.
    Like every user, I find the graphics are stunning- Bravo!
    I've built dashboards before in 2-D, and I'm very glad to see proper instrumentation in the 3-D models in Drive.
    Drive train simulation is also great
    The oases in the test map are a brilliant idea and they look beautiful.
    It's easy to tell that the developers have put lots of time and effort as well as love and pride in this amazing piece of software!


    Part 2: Major Additions to the Game- I only have these in this post for organization; I don't expect to see very many of them

    I know this is already on the list, but there needs to be a new sound engine.
    Precipitation could be really nice- even dynamic friction changes in the map (eg caves are unaffected)
    (along with the precipitation, working wipers would be cool)
    A customizable on-screen HUD would be helpful for knowing things about gear, transmission mode, etc.
    A possible addition for tire physics could be temperature
    (and with that, smoke could ploom up at high temperatures during burnouts or crashes)
    I know there's ABS in the game, and I think TCS could be helpful for tractoin
    All the time I'm getting stuck or want to speed the car up instantly, so I think the ability to edit the car's vectors (through a menu) would be helpful and fun
    As a solution for my perceived disorganization of Manual/Automatic transmission, I suggest simply Torque Converter or Clutch options for cars, and then transmission mode will take over for shifting
    Graphical input mapping (which is a duh)
    Possibly smoother menu transitions and better temporary window management
    Randomly generated maps?
    Aerodynamic simulation on a basic level
    (and with that, true wind simulation)
    Soft body trees (if they aren't)
    Water particles and wave effects (or wave physics)
    Refraction and reflection of light in water or on reflective surfaces (if Torque 3D supports it)
    Sounds for EVERYTHING- I'd be glad to produce some!
    For mesh improvement and faster development, the use of tessellation could be beneficial
    Hard-bodied traffic to reduce CPU usage and reduce loneliness
    Crash dummies as a vehicle extra
    Ability to increase simulation precision for prerendered or slow motion scenes
    Paint refraction (like in Forza 5 - see trailer)
    Built-in tutorials for the editors
    Customizable vehicle mechanics (eg gear ratios, engine performance, tires, and suspension, rwd/fwd/awd/4wd, etc.)
    Crash detection (and optional automatic slow motion)
    True turbo simulation (with turbo lag etc.)
    Cross hair and context menu integration
    Esc menu with options to all of the little menus (eg Ctrl+W, Ctrl+E, Ctrl+O, editors, etc.)
    Pre-defined "shatter points" where glass/plastic/liquid particles will be emitted during a crash for more convincing destruction (eg for lights, mirrors, popping tires, etc.)
    License plate randomization (or customization)
    Ignition systems for all engine types
    Interchangeable engines (with tolerance of up to 2 cylinders difference)
    Operational power windows, doors, sunroofs, etc.
    Simple environment destruction (eg fences, signs, small trees, bushes, tire trails, etc)
    Vehicle selection menu with vehicle preview (something like Midtown Madness 2)
    Crash Textures on car parts
    Dirty cars and tires (along with temporary handling changes because tires hold mud and water for a few seconds)
    I know this one's already planned, but shattering headlights and windows
    Bursting tires under extreme forces
    Fully customizable joystick and wheel support (with all the settings you could ever want...)
    Ability to quickly change strengths of car meshes or environment meshes
    BOATS WOULD BE SO NICE if the water physics and effects work out
    If we have boats then we need to be able to tow them (especially because there are already hitches)
    Wheel blur- I've done it in 2D but I don't know much about 3D blur in real time


    Part 3: Minor Additions, Fixes, and Tweaks

    [edit 1] Camera movement with G-Forces when camera is inside car (possible program controls are "movewithgforce" Boolean in camera code)
    [edit 1] Slow motion turns off on vehicle reset, because it's hard to crash when velocity is 0
    [edit 2] Camera more stable with speed changes (especially if position has been changed by user)
    [edit 2] BlinkPulse input variable resets when a blinker is turned on
    Better controls for slow motion; Alt+arrows doesn't work so well when you're trying to drive
    Dashboard is always lit
    Dashboard is not quite as fuzzy when lit
    Better starter motor logic
    Better method for parking brake (possibly gluing the bottoms of the rear wheels to the frame or suspension)
    Working mirrors
    More stable cars at high speeds
    Vehicle reflections blocked by other parts of vehicle
    Sirens for the police Grand Marshall
    Dashboards always a level up on texture scale
    Ability to enable X360 controller in-game
    On X360 Controller, pressing R3 enables a short delay where the stick becomes numb. This would prevent any stick movement from interfering with the newly reset camera position.
    Dragging vehicle with mouse (like in RoR!)
    Optional precision increase with slow motion increase
    Better clutch engagement script for automatic and auto-clutch transmission modes (I base mine like this: Clutch Engagement = Accelerator Axis + True Speed of Vehicle)
    [Ability to use 100% GPU if it's not my bottleneck]
    Automatic transmission mode switches to reverse too soon.
    Easier static car spawning
    Ability to chose default car to spawn with
    Smoothed out dashboard needle movement
    More crash particles at lower speeds (especially on cliff map)
    Ability to add dead weight to vehicles
    Ambient occlusion
    Continuous skidmarks drawn from point to point in a line (maybe with tessellation helping out)
    Sometimes on Normal or High lighting settings, headlights flash rapidly
    Car windows could use more prominent paint schemes
    Optional Auto-brake to prevent rolling when speed is low for automatic transmission mode
    Increasingly limited steering as speed increases (with max degree levels)
    Yellowing grid on test track with and without SSAO enabled
    Windows' size adjustability
    Moonhawk and big moving truck cause a slowdown (for me)
    Automatic transmission decisions based on true speed rather than wheel speed (because it's a fictitious assist anyways, right?)
    Vibration torture tests (like cobblestone roads)
    Ability to quickly reload entire simulation
    Car direction stays same during reset in place
    Faster and slower camera movement through keys like Shift or Ctrl
    Ability to reverse axes of camera movement
    Fix for taillights showing through dirt, mud, and sand effects


    Part 4: Some Vehicle Ideas

    Mitsubishi Lancer Evolution equivalent (low to the ground, not so powerful, handles well, strong body,etc)
    Luxury sedan like Rolls Royce Phantom
    Bring back the rock crawlers?
    High and low performance convertibles with moving roofs
    [edit 1] Bigger more modern trucks like Ford F-250 or Dodge Ram equivalents

    Edit Log:
    0: 93 ideas (10-12-13)
    1: 3 ideas (10-13-13)
    2: 2 ideas: 1 removed
    (10-22-13)

    If you have any suggestions, comments, or reactions please post below!

     
    #1 Ky, Oct 12, 2013
    Last edited: Oct 23, 2013
    • Like Like x 1
  2. SeenCreaTive

    SeenCreaTive
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    By Lancer evo, are we talking the rally machine inw hich they are as stock? or the modified street rippers?
     
  3. Statefan0826

    Statefan0826
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    Oct 4, 2013
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    About the dragging part... you can go into editor, select your vehicle, click the move button (I don't think it matters which move button in which tool matters, you could figure it out) and you can throw your car around, up and down... You know. It's fun. :DBut I hope they add your idea too. It was much easier.
     
  4. Masterjoc

    Masterjoc
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    Cruise Controll got created via mod, same with HUD :)

    Aside this, good suggestion list.

    I would add one thing:
    When you hit the gas and get faster, the camera is always moving to the left, which is damn annoying.
     
  5. Ky

    Ky
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    Oct 11, 2013
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    Well, there could be both with all the customization Gabester puts in!

    (But on a personal note I always admire the stock piece of engineering, so I'd prefer the normal version)
     
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