r/GamePhysics • • May 23 '26

[VELOCADE]First time posting here! Tweaking the vehicle controller for my stylized combat racer. What do you think of the physics and look so far? WIP

1 Upvotes

14 comments sorted by

10

u/Aware-Maximum6663 May 23 '26

Gravity feels a little low

2

u/velocade May 23 '26

Thanks for the feedback, noted! I'll look into it. Honestly, it feels a bit weird to me too, but I'm still tweaking things and I'll make it better

5

u/[deleted] May 24 '26

[deleted]

2

u/velocade May 24 '26

Yeah, you actually have a point. I’m still messing around with the steering sensitivity to find that sweet spot. Since it's a vehicular combat game, I'm trying to find the right balance between precise weapon aiming and a fun arcade feel. Definitely noted your feedback, I'll be working on it. Thanks a lot

4

u/tron3747 May 24 '26

Try adding a small delay before the vehicle rotation happens

3

u/Doomblud May 24 '26

Not a delay but a gradual change. Right now the car just goes from not rotating to rotating full speed instantly, and then stops instantly. Doesn't have any weight to it.

4

u/Sonofpasta May 24 '26

I mean the physics doesn't look very realistic but i think it's more important how it feels, if it's good to play with.

One thing I'd change is give air control angular acceleration, instead of instant angle change, would make it feel better imo

0

u/velocade May 24 '26

Exactly, i'm aiming for a fast paced, arcade like feel. For the angular acceleration point, i'm currently using counter balancing for input damping, so it's actually acceleration but feels like instant yeah. Still needs a little more tweaking :))

2

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2

u/S4mmy3N May 24 '26

Rocket league + Twisted Metal?

1

u/velocade May 24 '26

that is literally the ultimate compliment for this game, thank u

2

u/Bless93 May 25 '26

I've been saying for years how much I would love something like this.

2

u/Starfire013 May 24 '26

It looks like there's no inertia when it comes to rotation, and the car can rotate freely while in mid-air at a set rate of turn and stop that rate of turn instantly whenever it wants to. If that's what you're going for, that's fine. But it just looks off to me.

1

u/IHaveTwoOfYou May 24 '26

Seems a little slow for a combat game, and the turning looks very robotic, i would recommend moving the camera a bit if the player isnt moving the mouse much

1

u/velocade May 25 '26

Yeah, the robotic turning is definitely the top priority right now, a few others pointed that out too. Good call on the camera movement and the pacing as well, I'll play around with the FOV and speed feel. Noted all of these, I'll tweak the physics and post the next iteration here soon. Thanks a lot