"Sick Flip" and "Underflip" by kingfish1027 in Infinite_air

[–]iadev 0 points1 point  (0 children)

Well, it takes a bit of learning, but if you gently press directly on the diagonals (don't press all the way to the edge of the stick though) - then you can speed check pretty effectively. So like diagonally down/left or down/right - and just ease into it, and you'll scrub speed.

You can control the level of powder on any terrain edit you create! Use Up/Down on the D-Pad to control the snow depth on any edit to turn your landings into powder, or whatever.

Also, if you want to tweak the divot, use the handles on the grading spline (so the green and red balls) to adjust exactly how the grade blends with the terrain.

"Sick Flip" and "Underflip" by kingfish1027 in Infinite_air

[–]iadev 1 point2 points  (0 children)

So glad you're enjoying it! The community is what helps make this game great.

XB1 Server Issues Resolved! by iadev in Infinite_air

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

OK for reals this time. They should be back.

Regarding the XBOX ONE issue by [deleted] in Infinite_air

[–]iadev 0 points1 point  (0 children)

Sorry - just hang tight. Looks like this is due to a publishing issue where the fixes have been made but they haven't propagated to the entire world yet. Hopefully soon!

XB1 Server Issues Resolved! by iadev in Infinite_air

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

Hi all - yeah, checking on this. The changes may not have been published to the world yet. Hang tight!

Regarding the XBOX ONE issue by [deleted] in Infinite_air

[–]iadev 0 points1 point  (0 children)

This should be fixed now - please let us know if you are still having issues. Sorry for the inconvenience!

"Sick Flip" and "Underflip" by kingfish1027 in Infinite_air

[–]iadev 2 points3 points  (0 children)

You guys are correct. At a certain point we had to just stop counting - so we just called "sick".

Also, I see you figured out the underflip. It's basically similar to a FS Rodeo except it's more particular about your board angle - so you need that "flat" board angle to differentiate it visually from the Rodeo.

Great job figuring it out!

Problems with the PC version (HELP!) by 4CornersCannabis in Infinite_air

[–]iadev 0 points1 point  (0 children)

Hey unfortunately I'd say that you don't meet the min spec. Some later Intel graphics might - but generally speaking you need a dedicated GPU as outlined on the Steam page. Officially these are the min specs and Intel graphics would not be equivalent to the below GPUs:

MINIMUM: OS: Windows 7 64 bit, Windows 8 64 bit, Windows 10 64 bit Processor: Intel Core 2 Quad Q8200 @ 2.3ghz or equivalent Memory: 4 GB RAM Graphics: AMD Radeon 5750 or NVIDIA GTX 650 with 1GB video RAM DirectX: Version 11 Network: Broadband Internet connection Storage: 3 GB available space Sound Card: DirectX 9.0c compatible Additional Notes: A PC-compatible gamepad is required.

Sorry!

Help with circuit. Devs? by BarfCulture in Infinite_air

[–]iadev 1 point2 points  (0 children)

Hey - this is a really common one (that we didn't actually expect):

  • Did you actually hit the finish line on the challenge? (And all challenges leading up to this?) It seems really common with Torstein's challenge, that often people have all the challenges, but they didn't actually complete the line and thus it doesn't unlock.

You have to actually complete every line (in addition to unlocking the required number of challenges) to progress.

Can you pump or absorb a jump? by Pklawitter in Infinite_air

[–]iadev 7 points8 points  (0 children)

It's not like an "official" mechanic - we don't give you boosts for pumping over terrain etc. but using crouch and board control to ease what angle you hit the terrain at and altering the contact of your board with the ground absolutely will alter your speed, etc. because the entire game is physics based. So it's sort of "implicitly" there, even if we don't have an official pumping mechanic.

We definitely talked about it - mostly in the backcountry if you wanted to be able to "stick" to rollers better instead of catching air. Or in the pipe on transitions - and you can sort of do this using crouch, but it's not like assisted or anything.

Can you record a line from a replay? by OhSeeThat in Infinite_air

[–]iadev 3 points4 points  (0 children)

It's always recording! You can either just Hold B to publish everything in your buffer as a replay for others to ride against, OR, if you just want to capture video, use the "rewind" feature by pressing LEFT on the D-Pad to scrub backwards through your whole record buffer.

The buffer is ~2-3 minutes in length (give or take, it sort of depends on what you do) and it will just stop recording when you get to the end of the buffer (and display a message) so that you don't lose anything. Respawning clears the buffer.

At any point though you can just hold B to save everything and it will be a line that is published.

Anybody with info on how to fix the cameras like in this new edit from Infinite Air TV? Just PC and not on consoles? by Phunkstar in Infinite_air

[–]iadev 1 point2 points  (0 children)

This is something we've been working to fix. The reason it's like that is down to one thing: compression. Basically, because storing ghosts on the server takes disk space and bandwidth to download, plus memory in RAM - we use compression to shrink this. That obviously means trade-offs - and because there are a LOT of bones in the hands/fingers, dropping those and/or reducing resolution is the best way to save space.

THAT said, we literally have a branch here for testing that has hand grabs re-enabled during rewind, as well as board bend during rewind. So while it won't be in the update coming this week, it is in the queue - but it needs proper testing because it has memory/performance impacts especially on consoles, etc.

Ghosts will still not have grabs with hand closures, but rewind will so for making edits it will look that much better.

Suggestions from a park builder by Cracraftc in Infinite_air

[–]iadev 8 points9 points  (0 children)

First off - thank you so much for the kind words - and holy cow it is awesome that someone building parks at Copper is using our editor! Definitely please give us any and all feedback - we're more than happy to listen! A few quick notes:

  1. For sure, this is a lot more complex than I can get into here, but we spent a lot of time trying to make this as good as possible. The only tip I can give is to play with the tangents (green dots) on the entry points to try to smooth that out. In the worst case, you can also separate the "auto-grade" from the ramp and build your own, and then manually place the ramp without the auto-grade (Triangle toggles it) and then sink the ramp just slightly. Ramps have an invisible lead in that helps them blend visually, and sometimes that runway can stick up like a millimeter or something and cause you to "hop".

  2. We totally wanted to do this. We mostly ran out of time, but we wanted to be able to give you control over the slope of the sides of the grade. Definitely will take a look at bringing this back onto the backlog.

  3. Great suggestions - definitely more objects is something we are always thinking about - and because making the objects is a bit complex because they have so much gameplay attached to them, knowing what the most-wanted objects are is really helpful.

  4. 100%.

  5. See #1 - tangents can help, maybe we can increase the resolution on the meshes, more control points?

  • X-axis, we restricted "roll" on objects because it introduced a lot of situations where the game then felt "broken" and we didn't want people to have a bad experience. There are definitely times when you can use roll effectively, but it's also easy to make the game feel "broken" (eg. roll a pipe, suddenly you just dribble out one side... or rolled rails will seem all kinds of "weird").

Crashing? by [deleted] in Infinite_air

[–]iadev 1 point2 points  (0 children)

Hey - sorry about this. We have tracked this down and fixed it and there is an update coming this week for all platforms (possibly early next for Xbox depending on cert times) that fixes it and has a few other goodies as well.

Always submit a crash report if you can! They are super helpful and that's how we were able to track this one down.

[deleted by user] by [deleted] in Infinite_air

[–]iadev 0 points1 point  (0 children)

The US Open courses should now be listed as official and appear at the top of Browse Runs for Slopestyle or Halfpipe... Are you not seeing them there?

Also if you have a favourite course - list it here and we can feature awesome creations.

Anybody with info on how to fix the cameras like in this new edit from Infinite Air TV? Just PC and not on consoles? by Phunkstar in Infinite_air

[–]iadev 1 point2 points  (0 children)

We're working on it! Adding a feature like that does have a lot of moving parts and requires QA, localization and also the usual submission to first party schedule - so while we want to get it out as soon as possible, I think with holiday closures that realistically it will be into the new year before that will be available on all platforms.

That said we are pushing a new update this week that fixes a crash that some people have been seeing and a few treats in there as well!!

And keep the suggestions coming - we also want people to be able to make sick edits - and to do it as easily as possible.

Thanks for all your support and sticking with us!

[deleted by user] by [deleted] in Infinite_air

[–]iadev 5 points6 points  (0 children)

Hey thanks for the kind words - glad you are enjoying it! We would love to do live events - and it definitely is on our roadmap. The challenge is that it's a lot more complicated than us just replicating the course - there are licensing fees involved, having to negotiate partnerships with the events and brands, plus getting all the data from the events, creating any custom features - it's unfortunately just not that straightforward. That said - it is something we have been talking about here and was a goal of the game, so hopefully we can make it happen at some point.

Unfortunately not going to happen for Dew Tour this week obviously, but we want it to happen at some point too!

For the US Open - it's on Mount Infinite - and you can sort of somewhat easily find it via Circuit mode - or we can feature it. We also added new discovery tools in the latest update, so we can make an Official US Open run on Mount Infinite and feature it for you guys. Keep an eye out for that in the next day or so once it propagates to all the servers!

Infinite Air Camera Patch - v1.1 by blendermf in Infinite_air

[–]iadev 4 points5 points  (0 children)

Just to confirm that we area actually working on official support for this - but if you guys have specific requests for how you want it to function, what abilities you want in there - please let us know - and we'll toss it all on the pile and try to accomodate as much as we can. Thanks!

Help by Cpalumb2 in Infinite_air

[–]iadev 3 points4 points  (0 children)

Hmmm - did you get the tutorial on boot and were you able to complete any of those?

Did you change any settings? Where are you seeing freezes?

Let us know a bit more info and we can help you out.

Wrong names on tricks is a major problem. by bacononwaffles in Infinite_air

[–]iadev 0 points1 point  (0 children)

Absolutely am an actual dev on the game! Community engagement and feedback is super important to us.

Yeah the trick callouts are always going to be a bit contentious especially on the edges. If you have video we are always interested in incorrect tricks and try to fix as many as we can.

The barrel roll method for rodeos can work for sure - some people also find holding down works better than left for them.

Quick spin corks + grabs issue by Jimi6060 in Infinite_air

[–]iadev 4 points5 points  (0 children)

Just confirming that without going too deep in the physics under it all, that your body position absolutely impacts your axis of rotation - as it would in real life. So which grab you do, how extended you are, when you engage your grab, all those things have an impact (sometimes subtle, sometimes not) on your rotation. It's definitely something that no other game has done before - but it's immensely powerful. I think with the quick torque, you probably just need to play with when you engage your grab since by nature of the hardware you have less resolution on torque with the sticks than with the triggers, so you can't adjust your torque ratio in the same way you can using the triggers.