monster trucks still die... big wheels + high detail physics = poofing cars...
umm well the wheels just seem like they are paralysed in mid air, they slow down to a halt in the air and then suddenly start spinning fast again when they hit the ground as if they had no angular momentum...
maybe its just a visual thing or something... like do the vehicles actualy start flipping in mid air if the wheels are left spinning? which is ironic because this implies that they have some kind of mass and inertia, but the moment they land its the opposite, they spin at maximum speed instantly...
so for all intents and purposes or something the default svehicles behave like big sliding bricks with fake wheels... or something... maybe they are the reason why the network between ut2k4 and 2k3 is broken....
and i have an idea for the lights or something... maybe, like, it can have a half life 1 - effect , whereever the projector hits, a light source is applied there... should make it look nicer with complex places ... or something...
also can you make the engine sound so that it follows the wheel's rpm... or is that already implemented...
and oh the boost should give a torque boost, most of the time in the environments that the unreal engine is famous for rendering, the vehicles dont get alot of ground contact, and a nice torque boost that possibly sends the monster trucks into a wheelie would be welcome...
and umm what kind of texture-proccessing effects can the ut2k4 engine handle... i wasthinking, maybe at higher rpms, the wheels textures can be blurred ... or something... like the wheels have their original texture, then a motion-blurred one, then the texture fades between the two as the rpm increases...or if thats not possible, maybe just a wheel mesh containing a motion-warped texture that is slightly larger than the original wheel , and gets more and more opaque as the rpm increases... hmm...
i understand like your pushign deadlines like normal commercial game companies do and things are gonna get left out like commercial games, but since this is a mod... hmm... lets make something cool....
and oh, i still cant forget that thing i said about... puffs of dirt and stuff.. comic-style collision-enhancing particle effects...
and aah i almost forgot... for the street cars, they should behave in a more... spectator-like fashion.. there should be enough grip in their tires to induce a 'strafing'-like effect , like they literally push the car sideways when its turning so it doesnt drift... and the skidding should only start once this force is overcome by the car's momentum... hmm... i guess im talking quite alot...
but oh yeah i loooove the rally concept... ive never seen a map as big as 'lost' or as big as 'templerun' before... templerun is impressive! like its like not quite from a traditional racer , but it has elements of a fps , and combined with a classic racing map ... i wish it was longer tho, like as long as a normal racing game track or something with tunnels , more scenery, bla bla bla.... how difficult is it to make rally maps? they can be quite beautiful even if they are sparse, and maybe its a good thing that they are as sparse as they are, it gives a good feeling of travelling over a long distance...
and i saw a real life 'bugger' today (i think its a volkswagen) , hmm maybe the in game bugger should be abit wider... it looks abit too thin...and the camera for it is completely messed up too... although i kind of liked the camera for the dump truck, and for the monster trucks, its nice to see the front of the car rotating like its bobbing around... the dump truck needs to be bigger, tho, maybe leviathan sized, and maybe reserved for special gametypes...
and oh yeah ive been wanting to ask this for a long long time... like is it possible to have suspension animations... that was one of the things i looked forward to in the ut2k4 vehicle system... like the scorpion has moving suspension, maybe its just animation but it looks alot better than the still suspension structures in the monster trucks when the wheels just slide beside them... maybe theres a way to have a parametric animation or something... like you just have to give the shape for 'fully extended' and 'fully compressed' and the game just moves between the two?