GeneRally 2

GeneRally 2

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[deleted] 13 Aug, 2023 @ 2:02am
Physics feedback
Hello Curious Chicken dev team !

Still got an eye on this, but physics seems still a bit off when I look at gameplay videos, which is the most important thing to me for racing games.

The physics on the recent july update are really near of being fun while being realistic enough to provide a sim-arcade driving.

But it seems to be lacking one thing that seems to bother drivers ; car repositionning or wheels repositionning.

I didn't find a proper term for this, but I'll try to explain as clearer as possible.

For example, you are in a car and you turn to the left. If you let the wheel free even for a mere second, the wheel and tires will automatically come back to their original position and create an opposite force, a right force in this case if you turn left. It's really a subtle force, but it's here anyway and drivers have the habit to struggle with it in many racing games, making a turn a smooth experience with subtle changes in directions. Even when holding the wheel in whatever direction you feel the force acting against you so you have to constantly balance it to have a good driving.

Here in GR2, it seems like it exists, but it's too little and only for some cars. The formula for example seems lacking near completely in this area ; it changes direction instantly without an opposing force acting to recalibrate the positionning of the car. That's why it makes it hard to predict its trajectory.

The general may have it but it's too weak or it happens too rarely to really have an impact on the driving.

This subtle force have to be constantly be active to got this smooth driving experience, which is frankly lacking actually. It's like cars are a bit stiff and their behaviour being unpredictable because of it, being in straight lines or in corners.

It seems not much, but Circuit Superstars devs tweaked it for a long time before it really clicks, and even after they keep polishing it to provide an authentic sim arcade top down racing experience. They said it's a key element to provide good physics.

I'm fairly certain that this single force to add to the current physics would greatly enhance the already good physics you developed. It makes a more dynamic driving.

Also in most videos the framerate seems off for some reasons ? I don't know if it's because of the recording video process or if it's in the game actually, but having a smooth framerate would enhance the driving experience even more.

Of course my opinion is based on videos, so I may be wrong, but I just wanted to share my personal feelings about this.

Hope this modest contribution will help, and eager to see more about you in future.

Wish you the best.
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Curious Chicken Games  [developer] 14 Aug, 2023 @ 5:05am 
Thanks for the feedback on the physics - we hope you'll be pleased with the changes coming with the August update, which we think will go a long way to fixing the issue you're describing.

As for the framerate, performance obviously varies computer-to-computer, and we do have some performance improvements to make as we go forward. However, there is no universal "framerate issue" like you're describing, and for most users we've heard from, the game is running smoothly!
ariookke 14 Aug, 2023 @ 2:26pm 
There is a small oddity against physics, which in itself does not affect performance on the track.

When car is in air and you turn the wheel in air, the car turns. If it is a intentional feature, then fortunately the car now only turns on its axis and does not continue in the other direction like a plane :lunar2019smilingpig:
Strava 15 Aug, 2023 @ 10:22pm 
@ariookke This is a GR1 feature. It was decided to keep it. It helps to position the car for landing after a jump.
Frame rate is fine in game but the vids I have made seem to be about half the FPS of the game. Probly a performance limit of my PC.
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