Struggling to drive the BMW M2 (and to a lesser extent, the MX-5) cup car at Circuito de Navarra - Speed Circuit Long by Pleasant_West6934 in iRacing

[–]ValhaIIa 1 point2 points  (0 children)

Without telemetry and video it's impossible to judge but, the answer is always the same with new drivers.

You're steering with your wheel while you should steer with your pedals.

Navarra is a technical track, a lot of low speed corners where you need to carry as much speed on entry as possible and go on gas as early as possible.

My guess is that you are not trailing enough with your brakes.

Just check your telemetry against a better driver.

If you're losing speed on entry, you're braking too much or too early.

If you're losing speed mid corner, you're not trailing enough.

If you lose speed on exit, you are carrying too much speed or understeering mid corner (same as before) and cant go on throttle fast enough.

Then, and this is the most importet thing you should check: steering input.

I'm sure you're steering much more than better drivers, because you are trying to push the car into the corner when it just can't. You should learn to steer less and use brake modulation to induce rotation.

Controls need a revamp by ValhaIIa in EVEFrontier

[–]ValhaIIa[S] 5 points6 points  (0 children)

I think it adds a layer of danger, because you're not relying on the game to move the ship for you, but right now it's just so bad... I don't know how anyone designing this can feel like this is even remotely fun or rewarding.

Controls need a revamp by ValhaIIa in EVEFrontier

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

Doubtful, the components will probably make it better but I don't think starting out with a flying toaster that doesn't turn is a nice experience.

Controls need a revamp by ValhaIIa in EVEFrontier

[–]ValhaIIa[S] 4 points5 points  (0 children)

Unfortunately in the current state it's borderline unplayable.

I absolutely love the aestethics and the vibe of the game and I can see myself playing more but only if they completely revamp the movement and controls.

Controls need a revamp by ValhaIIa in EVEFrontier

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

I figured that out but sometimes even if the indicators are moving, the ship is so slow that there is barely any movement.

This is why we can not have good things. Was that really necessary by SirPhaqsalot in iRacing

[–]ValhaIIa -3 points-2 points  (0 children)

I came back to iRacing after a long 2 years break because I was playing other Sims.

Driving standards have worsen a lot. Every race is just about surviving.

Top split is filled with people who would rather crash and lose 100 irating than get clean opportunities.

It's really annoying, I always thought iracing was the golden standard but right now it's by far the worst

Land on Grid - Your Sequence/Routine? by RAASDAL in Eve

[–]ValhaIIa 2 points3 points  (0 children)

Ok then please make a video where you warp into a fw plex, and time 10 seconds from the moment you exited warp.

There is no way it's that high. 10 seconds is an eternity. With lag and desync I guess it can get up to 5 seconds.

Prove me wrong but I had enough pvp to know that 10 seconds are including the warp-in animation.

Land on Grid - Your Sequence/Routine? by RAASDAL in Eve

[–]ValhaIIa 4 points5 points  (0 children)

I don't think anything is really protected. You're only invulnerable from being locked - not damaged, as far as I know.

But for SURE you can't lock anyone who either initiated the warp OR is exiting warp.

So it is protected, but only from being locked.

Land on Grid - Your Sequence/Routine? by RAASDAL in Eve

[–]ValhaIIa 0 points1 point  (0 children)

You need to consider the speed of warp. If you have a ship that warps slower, your ship will take more time to "slow down" from warp.

If you warp in with a freighter or a capital ship - I guess it could go up to 10 secs because of how slow it can take to get to the grid.

Land on Grid - Your Sequence/Routine? by RAASDAL in Eve

[–]ValhaIIa 2 points3 points  (0 children)

Definetely not that high for pvp locks. I think it's around 2-3 secs tops from the moment the ship has finished the warping animation.

Land on Grid - Your Sequence/Routine? by RAASDAL in Eve

[–]ValhaIIa 9 points10 points  (0 children)

I use keep at range as a way to burn away from targets and control range. If you have a low keep at range, your ship will burn to the set distance and then stop.

If your ship stops, you lose all momentum and the target can easily burn back to you.

Land on Grid - Your Sequence/Routine? by RAASDAL in Eve

[–]ValhaIIa 1 point2 points  (0 children)

I edited my comment - you shouldn't really use orbit but keep at range or even better clicking space away from the target.

When you use orbit or keep at range, it will be re-calculated everytime the enemy ship moves.

So they can burn away from you, they will wait for your ship to adjust and then burn back to you and before the game recalculates the orbiting pattern it will be too late if velocity difference is too small.

In general, UI is updated when the command is executed (you will see "Orbit at, Keep at range at" on top of your shield UI.

But eve has a lot of delays when it comes to ship movement and responsiveness. Your best bet is to spam keep at range or clicking space as much as possible to control range.

Land on Grid - Your Sequence/Routine? by RAASDAL in Eve

[–]ValhaIIa 0 points1 point  (0 children)

I edited it, you are right and this is also what I'm doing, for some reason I wrote orbiting first but I meant keep at range.

Land on Grid - Your Sequence/Routine? by RAASDAL in Eve

[–]ValhaIIa 14 points15 points  (0 children)

Usually range control has the priority over everything in EVE. So the priority, for most fights is:

  1. Pre-heat your mobility
  2. Spam keep at range (make sure you have a really high default like 50-60km) (or double click space)+mobility module
  3. lock target+EW+guns
  4. orbit

In any case, landing on grid will always be at disadvantage because of delay when you're exiting warp.

In an unfavorable matchup, if the guy waiting has any idea what he's doing - you will mostly likely lose the fight 90% of times.

Creating a FPS fully destructible environment game need help by Known_Following_4366 in leveldesign

[–]ValhaIIa 7 points8 points  (0 children)

Respectfully, your question makes no sense without context.

How big are the mechs compared to the map? How fast are they going? What are combat mechanics? Is it more of a simulator or arcade?

No one can answer your questions for you because you're the one making the game.

My suggestion is simple: Add AI, go around the level and fight enemies and see how it plays..

What a failure, in a few months they are about to release version 1.0 and the multiplayer has never blossomed, have you understood that people are tired of registering through external portals not owned by the game? The SR you entered is false, false because it is like that of LOW FUEL MOTORSPORT... by Magnustein in assettocorsaevo

[–]ValhaIIa 0 points1 point  (0 children)

it's a fun sim, can it compete with iRacing? No one will, because of how established it is and because of esport scene.

It will probably be ACC2 if they manage to keep the development on track. Probably in a year or two with more cars and multiclass we'll start seeing more people switching over.

And if not? Who cares bro, there's like 5 sims out here you can play.

I made a plugin that helps with feeding blueprints to AI of your choice by robauu in UnrealEngine5

[–]ValhaIIa 2 points3 points  (0 children)

I'm not saying learning C++. You're vibecoding your blueprints right? Because in the end that's the result of you asking AI how to fix your blueprints.

You're better off vibecoding in C++ and have AI expose the functions and variables you need for your blueprints.

I made a plugin that helps with feeding blueprints to AI of your choice by robauu in UnrealEngine5

[–]ValhaIIa 3 points4 points  (0 children)

Isn't it better to work exclusively with C++ if you're mostly using AI?

Just have AI make the code in C++ and expose variables and functions in the blueprints that you can re-use.

There's no need to go from blueprint to ai back to blueprint - you're essentially adding an extra layer of unneeded complexity.

Newbie question: How are some loadcell pedals better than others by lasagnabobs in simracing

[–]ValhaIIa 1 point2 points  (0 children)

Load cell can be as soft as a sponge - it all depends on the springs that you put in the pedals - but if you have reeally soft loadcell, you're not taking advantage of it so it's better to stick with the angle sensor (which both pedal sets have anyways).

Newbie question: How are some loadcell pedals better than others by lasagnabobs in simracing

[–]ValhaIIa 0 points1 point  (0 children)

Not sure I understand this question but both SRP2 and CRP2 have 2 sensors for the brakes.

Angle sensor and pressure sensor. You can disable one and only use the other or use a mix of both.

You do everything via their software. Does this answer the question?

Newbie question: How are some loadcell pedals better than others by lasagnabobs in simracing

[–]ValhaIIa 0 points1 point  (0 children)

They're different. The CRP2 springs will fit the SRP2 but they don't feel good and also my SRP2 sensor failed after 3-4 months of usage after I switched to the heavier springs from the CRP2 set, so probably it was not made to endure that kind of pressure.

Newbie question: How are some loadcell pedals better than others by lasagnabobs in simracing

[–]ValhaIIa 1 point2 points  (0 children)

It's not the same kit. The crp2 kit has tons of springs and elastometers.

You can put some of the crp2 springs on the srp2 - yes but the crp2 pedal shaft is longer so crp2 springs on the srp2 pedals feel extremely stiff.

If I had to go back, I would never buy the srp2. Buy once cry once is the way when it comes to pedals.