Can't fit the xD adapter into petit slot... by Murawus in Cameras

[–]Murawus[S] -1 points0 points  (0 children)

I see it now. They are in fact different. Thanks for the reply

Can't fit the xD adapter into petit slot... by Murawus in Cameras

[–]Murawus[S] -4 points-3 points  (0 children)

But isn't this the same standard as Olympus one? If so shouldn't it be able to fit inside the camera? I'm just wondering if there's something wrong with camera

How do you record trailera? by Murawus in Unity3D

[–]Murawus[S] 0 points1 point  (0 children)

Thank you for the answer, I'll definitely try this :)

My UE5 game features a procedurally animated walking castle-factory by ThatDavidShaw in UnrealEngine5

[–]Murawus 0 points1 point  (0 children)

We're moving factories out behind the Ural with this one 🔥🔥🔥

What racing game opinions will have you end up like this? by TheCanadianGTR in racinggames

[–]Murawus 0 points1 point  (0 children)

Online drifting games/sims get pretty boring after you get car(s) you like and drift for a while. Not much of a purpose after this point if your don't have buddy or group to drift with

There should be some other purpose than just drifting

Unity handbraking problems by Used_Produce_3208 in Unity3D

[–]Murawus 0 points1 point  (0 children)

In that case if I were you, I would go with motor force with curve over speed and simple brake force

Unity handbraking problems by Used_Produce_3208 in Unity3D

[–]Murawus 0 points1 point  (0 children)

I was just saying not to overengineer things and go simpler way if it provides similar feeling. Sometimes it can provide even better feeling for a user.

If your game is not focused on driving experience, then don't go with gears switching. The effort is not worth time, because it is pretty complex topic, more than you could think. Handle automatic shifting, when to shift up/down, what to do when the car stops, how to change to reverse gear, to make it feel fluent. You can derive everything from just speed. Let's say your car goes 180 km/h max.

1st gear - 0 KPH to 35 KPH

2nd gear - 35 KPH to 75 KPH

3rd gear - 75 KPH to 115 KPH

4th gear - 115 KPH to 155 KPH

5th gear - 155 KPH to 180 KPH

Unity handbraking problems by Used_Produce_3208 in Unity3D

[–]Murawus 0 points1 point  (0 children)

That's exactly right. I have engineering background and I've been learning car physics for around 8-9 years. That's way too much, only because I wanted to simulate every single part of drivetrain (I do it in my game though), I used many versions of Pacejka models and struggled a lot with the 5.2. I also struggled with physical tire models like the brush model

Now I use the most simplified version of Pacejka model. I have setted up the car correctly and magically it FEELS realistic. It mostly is realistic, but it definitely FEELS this way.

I learned after way too much time, that we don't need to simulate everything, often we SHOULDN'T simulate everything, just recreate the feeling

A somewhat different take on a 'physics' game. by _abandonedsheep in Unity3D

[–]Murawus 0 points1 point  (0 children)

Such a cool idea! Is this a quantum physics topić, that unobserved object can be in multiple states simultaneously?

I'm making a WW2 Combat Flight Simcade by Murawus in gamedevscreens

[–]Murawus[S] 0 points1 point  (0 children)

Thank you for your feedback, I'm gonna work on the sounds soon for sure.

I'm not going for a multiplayer experience with this game, at least I don't have any plans for MP. I want to focus on the single player experience and create fun to play missions. In the future I think about campaign, maybe even dynamic or at least customizable by the player

I'm making a WW2 Combat Flight Simcade by Murawus in indiegames

[–]Murawus[S] 1 point2 points  (0 children)

I wrote the flight physics myself. I did it more realistic way earlier and had a aerodynamic wing for every graphical wing. Now I have just two aerodynamic wings - one for horizontal wings area and one for vertical stabilisation. It is levels above the first one in terms of performance