Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- new track (Mute City) added to the workshop
- improvements to gravity fields on all tracks
Still working on getting jump plates to work the way I want them to before i add them to tracks. If anyone has any ideas please let me know. Thank you for all your support!
Might I suggest redesigning them with exposed reactor faces? They lose the pure F-Zero feel but gain in usability for Survival gameplay.
C-Class has a specific requirement of 6 thrusters on the unit, with three main thrusters (can be less, but why?), as well as mandatory safety regulations of one retro thruster and one lateral thruster on each side.
B-Class has a limit of 10 thrusters, of which no more than 4 can be reverse, with the same mandatory minimum retro and lateral thrusters.
A-Class has a limit of 14 thrusters, of which no more than 5 can be reverse, with the same mandatory minimum retro and lateral thrusters (can obviously be more).
All FormulaSpace pilots must operate their craft with inertial dampeners ON, due to significant risks of off-track or deadly crash incidents.
Any number of downforce thrusters can be added and do not count against your class. but obviously will increase mass. Lift thrusters are forbidden!
- new track (Big Blue) added to the workshop
- 2 new car designs
Thank you all for the continued suggestions and support! :-)
My favourite tactic so far is finding ways of jumping the track. A particularly effective method is trying to roll and pitch your ship while sliding; the physics can sometimes become unstable enough to tilt you up on your side. Once you get rid of one of those pesky landing gears by smashing it off against a wall, your ship loses its stable layout -- and then it's pitch and roll heaven. =)
- removed observation tower to improve performance
- added more cars to the pit
https://www.youtube.com/watch?v=rfxSVSW6MSU
kind regards
- 2 new vehicles (fire stingray and blue falcon)
- better pit/vehicle parking area
The usage of Artificial masses and landing gear is really nifty