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First impressions of vdrift
09-16-2006, 03:14 PM,
#1
First impressions of vdrift
Hello!
I think that I should write a few words of what I feel vdrift is.
I hope that this might help the developers of the game...

First things first:
My system is: PowerMac G5, dual 2GHz, 2.5GB RAm, Radeon X850XT, Mac OS 10.4.7

1. installation was a beeze. Ulike most other open source projects, which require you to not only download the app/game, but also to compile it on your own, or also download a library of this and that, vdrift is self contained. Big plus.

2. The munu system is ...ugly. It works, its simple, yet most of the options that I could care for are present and working. I can set the resolution, keys etc without using a console or changing a .ini file.
Good work.

3. Game physics are terrible. My closest comparison of the cars and tracks is Total immersion racing. By playing one after another it seems that the cars of vdift are hover cars. Mush less control at both high and low speeds.
I can not say if this is due to the car's properties, the tracks, or the games, but something IS wrong.

4. Graphics are poor. blocky landscapte, cut out trees and spectators.
But on the other hand I have a good frame rate (never below 80, and often 100) so I am sure that the engine is good, and the graphics CAN be improved. Right now, they are certainly not ready for prime time.

5. Sounds are non existant. The same wroom being used on all cars, and being terrible at that. Sad

Overall I think that vdrift feels very unfinished, but it works.
I have not experienced any show-stopping bugs (not one crash!!!) and everything is "working" it may look funny, but it does work!

requests for future versions:

1. New menu design.
Not only a complelty new graphica idea, with some nice profesional designm but, I would also like to be able to see what key I assigned gear 1 to, and not seeing a graphical "X" Also, clear words such as "on" and "off" instead of the joystick icons, or the balls that are grey or white. Similarly a new mouse cursor is needed.

2. Finish a few tracks. Most of the tracks look unfinished, and some have stragne bugs that make them undriveble. On monaco track, for instance, there is a place, where if I hit the curb, the car is spun around like its inside of a barrel ??!!

3. Finish some cars. I would like to see a complete interior, with dials inside the dashboard, and a seering wheel that turned.
Overall, a higher quality is better than a higher quantity.
So, I wont cry if you take out a few cars and tracks in order to improve the quality level of the game.

4. Improved physics.

5. Damage

Final thoughts directed at the developers:

I do understand the concept of opensource, however, even though it is free, you, the developers are still selling the game.
You MUST "sell" the game to us players. You must make us interested in the game, and keep us interested in it. Why ? in order to create a comunity.
As a project continues, it grows, and as it grows more people are needed to add to the project! And the only way to get more people involved is if they are interested in the project! Smile

Final words:
Very Very Good Work!!
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09-17-2006, 04:07 PM,
#2
 
Thanks for your interest and I'm glad you like the game. To touch on a few things you mentioned:

Menus: you don't like my graphics :cry: just kidding, I know they suck. I've set up a skinning system for the next version so hopefully that will encourage someone with a little more time/skill to step up and improve the graphics. I'm glad you like our glut of options though, we like to let the user control just about every aspect they could possibly want to.

Physics: the physics engine we use is actually quite complete. The problem is that for many of the settings for our car properties we have no idea what the values should be, nor do we have any way to get them. We're always trying to make the cars act more realistically but it's very difficult because in some cases we are blindly changing things and can only test the result and try again.

Graphics: we won't take responsibility for this since most of our cars and tracks were imported from other games. We will add things like moving steering wheels and car dials as we get to them. Right now we have bigger goals to meet in terms of gameplay development.

Sound: again this is a lack of good people who have good equipment and time to focus on creating sounds.

On to your requests...
New menu design: waiting on someone to submit a nice set of graphics Smile

New tracks: our track editor needs some work before we'll see many original tracks. Currently it's not easy for us to edit the tracks we have before importing them. In time however we'll hopefully address this stuff by having a more robust track editor.

Cars: again we're working on this. Many of the cars have more graphics than are being used. In the meantime we'll keep putting the best-driving cars into the minimal data package and every single one that is more or less complete and somewhat drivable that people submit into the full data package.

As for selling the game...we're programmers not marketeers! Smile We'll do our best to make the game the way we'd like it to be, and meet people's requests if we like them, or add people's features if they're good. We'll keep advertising new versions on various web sites. Beyond that, the game will have to sell itself!

You're very correct that we need people. That's right, you reading at home...only you can prevent forest fires.
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09-17-2006, 06:37 PM,
#3
 
I was just curious about your saying the physics are bad, compared to what? If your comparing to a game, well chances are it's a game, not a simulation. Try a lower horsepower car, as real race cars are not easy to drive.
IE in real life a "CO" is a very hard car to drive, and will turn on you. It has a reputation as a snake, not just a snakes name.

Cory
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09-23-2006, 06:07 PM,
#4
 
I disagree about the graphics! The graphics are as good as Racer, if not better.
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10-24-2006, 07:39 AM,
#5
 
RJARRRPCGP Wrote:I disagree about the graphics! The graphics are as good as Racer, if not better.
I disagree
if you take some of the best looking Racer tracks (say the Switzerland thing) and a good looking car like the Dino, then it really looks good, and then, the frame-rate seems to stay allright (with some set-up). It's no rFactor but it's still a big improvement compare to vDrift

but then, as a developper I'm not interested in Racer because it's not open source, so what could I do ? and as a race-simer, I'm not intersted in both, the physics really sucks :oops: :lol:
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10-25-2006, 09:35 PM,
#6
 
VDrift's physics don't suck! The physics engine is at least as good as the "gold standard" of race sims, Grand Prix Legends. Any shortcomings you may perceive are due to 1) the control setup or 2) the way the cars are setup. Racer has a pretty dang good physics engine too, if I recall.

As for what you can do to help, we obviously need some assistance setting up the cars to handle more realistically. In addition, we could use some prettier cars and tracks. You mentioned your favorite track and car from Racer... you could probably convert those over to VDrift (or make similar ones) with the help of the authors.
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10-25-2006, 10:06 PM,
#7
 
A G-meter would help give a little more feedback as to what loads the cars are actualy doing.
I think you would find most cars are close to correct.
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10-27-2006, 10:16 AM,
#8
 
joevenzon Wrote:VDrift's physics don't suck! The physics engine is at least as good as the "gold standard" of race sims, Grand Prix Legends
maybe, how would I know, I'm just saying this is my impression as a race-simer, the last time I tried vDrift on an fairly powerful computer with a good FFB wheel, I felt nothing. Nothing compared to what I felt trying GPL for the first time 8 years ago
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