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Re: Vanishing Point

Posted: Mon May 18, 2015 11:22 am
by FinedrivE
You don't have to. I still play it. It's important to note that the guys who handled the physics forgot to finish what they were doing.

Re: Vanishing Point

Posted: Mon May 18, 2015 11:24 am
by matt
Glad you read the interview I posted.

:D

Re: Vanishing Point

Posted: Mon May 18, 2015 12:31 pm
by FinedrivE
NC: We wanted VP to be different, so we sat and thought about what we didn't like about other racers and see if we could address these problems.

A working physics engine was on the list of things they didn't like about other racers?

Re: Vanishing Point

Posted: Sat May 23, 2015 8:07 pm
by rjay63
Been playing around with the car tuning options and managed to get the handling a lot closer to arcade style.


Vanishing Point

Posted: Sun May 24, 2015 6:18 am
by matt
Nice! What tuning did you use? I tend to stiffen everything up.

I guess crashing is still a little unforgivable?

It's interesting how the game dynamically generates the goal/target time based on which car and tuning you choose?

Re: Vanishing Point

Posted: Mon May 25, 2015 5:52 am
by rjay63
matt wrote:Nice! What tuning did you use? I tend to stiffen everything up.

I guess crashing is still a little unforgivable?

It's interesting how the game dynamically generates the goal/target time based on which car and tuning you choose?


Yes, springs and dampers are stiffened as well as 100% on anti-body roll. Conversely tires are hardened allowing for more skid.

I think my review score of 6/10 still stands. Simulation-style physics do not mix with arcade style courses.

Vanishing Point

Posted: Mon May 25, 2015 7:59 am
by matt
Yes, the mix is a bit odd and really increases the difficulty. But I like the hardness factor.

Really though, Stunt Mode is my favourite part of the game.

Re: Vanishing Point

Posted: Tue Jul 02, 2019 11:09 pm
by beanboy
This game nice.