[Game Logic] Different Drives and Wheel configuration

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Harrii
Posts: 12
Joined: 17 Jan 2022, 17:55

[Game Logic] Different Drives and Wheel configuration

Post by Harrii »

Is there a possiblity to adapt different Drive Concepts like FWD, RWD, 4WD in the game.
Normal RWD is ok for most Circuit Racing Series except WTCC or TCR.
But in Rally Raid there is a bit difference between 2WD Buggys and 4WD Cars and Trucks.
Beside this what about less or more than 4 wheels?
Elharter
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Posts: 65
Joined: 03 Nov 2021, 14:54

Re: [Game Logic] Different Drives and Wheel configuration

Post by Elharter »

Its possible to extend the physics to FWD, RWD and 4WD - but this needs to be heavily tested because of a very high range of possibilites.

A "real" simulation with wheels (independent of the implementation raycast, wheelcollider, spherecollider, etc) is not really possibly due to the fact that this kind of solution is much to real for an arcade game.

I´ve spent hundred of hours while testing this behaviours. If you dont "drive" a car in first-person view, it feels unrealistic or too slow and too indirect because of the real simulation. In top-down a real behaviour is not 1:1 possible, which leads into a modified or mixed thinking between realistic and arcade - this is key here.

Means in summary: FWD, RWD, 4WD is possible - but it has to be simulated to "feel" the FWD, RWD, 4WD - which needs an high amount of time to get expected results.

Possible, but some motivated and addicted testers are needed here.
Harrii
Posts: 12
Joined: 17 Jan 2022, 17:55

Re: [Game Logic] Different Drives and Wheel configuration

Post by Harrii »

I think, the point is not to simulate the real driving behavior, maybe its more to adapt different things, like from which wheels the skidmark came from or better ability to drive "sideways". But maybe at the moment its to early to discuss further things of this part of game.
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