tsunamayo / Starship-EVO

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[New build - EXPERIMENTAL] 23w52a: Better Hovercrafts, Hotfixes #5394

Open tsunamayo opened 11 months ago

tsunamayo commented 11 months ago

The hovercraft repulsor logic has been overhauled, it now feels much closer to the suspension of a car. The ride will feel much less stiff and more natural. If set very soft it will be wobbly for a nice hovercraft feel.

Hovercraft changes:

Also some much needed crash fixes related to crafting.

Bugfixes:

5350 Wrong symmetry on some rounded bricks

5320 Crashes will crafting

Missing chunk of terrain

TIKIRobo commented 11 months ago

image unfortunately it seems like the missing chunks are still around

https://github.com/tsunamayo/Starship-EVO/assets/56371294/3aaf1826-72d7-4844-8079-396994d45055

also seems to be some sort of second planet surface not sure what causes it, maybe fast moving close to the surface?

https://github.com/tsunamayo/Starship-EVO/assets/56371294/8141a9fb-351c-4897-a8ae-88b990e85383

this video isn't great but it does show 2 minor issues with hovers,

  1. they seem to hug the terrain better, this would be good except often times the hover shoots down, slams into the ground and then is launched back up again and flips, i believe this is the cause of the small flip at the beginning of the video a small bump that caused the hover to freak out and mess up. its quite a common issue when doing jumps over small craters etc
  2. towards the end of the video i try tilting my bike to see if the anti roll function would try and push it back up, it did not

also small suggestion if you're doing hovercraft tweaks, do you think you could make the hover settle down when they are turned off? they have a kind of warm-up when they start but when turned off they just drop which makes my bikes fall over even when their kickstands are deployed

https://github.com/tsunamayo/Starship-EVO/assets/56371294/b48fdc78-23c1-4ae7-a987-883b36ab641c

at 100% spring strength

https://github.com/tsunamayo/Starship-EVO/assets/56371294/5dc16339-d333-4e2e-8e65-041ca18470bc

at 40% strength the bike in both examples (altho more strongly at 100%) pulls down with great force slamming into the other crater wall, i understand this may be something that is difficult to fine tune but it would be nice if the bike only closely followed the terrain if the slope was say 30 degrees or less, that way it wouldn't try and follow the steep incline down, however i leave that up to your better judgment as i have no idea how to fine tune that without more testing

Player.log

Gallt commented 11 months ago

@TIKIRobo

I feel hovercraft having much slower dip/drift after a ramp/drop, and maybe even an invisible "training wheels" so it doesnt tip too easy (invisible collision with the ground only 3m to the left and right of the boundaries of the vehicle) will help tremendously too. was gonna suggest it a while ago but this articulates it much better. Flipping a hover bike with the magnet/flip tool is a hassle as is: so maybe only having any invisible "training wheels" work while somone is riding on it would be best, or have flip/mag tool be much better?

TIKIRobo commented 11 months ago

im not sure about training wheels it would kinda defeat the purpose of bikes being inherently unstable (the tradeoff being size vs stability, bikes are cheaper but harder to use) but a better flip tool and better anti roll would be nice

ProPeach commented 11 months ago

Always good to see hovers get some love! I definitely agree with the direction of aiming for car suspension. Really cool to see the return of hovering on water too.

However, I can't seem to achieve a good balance of settings in this patch - The previous hovercraft behaviour seemed to absorb the small bumps on terrain better, while in this patch I can't get a ride that isn't affected by every small bump in the planet surface. You can see the car jerking very frequently.

https://github.com/tsunamayo/Starship-EVO/assets/27857711/262dbd98-e5eb-4b45-9ffc-7ec48dd0f117

And the settings for this clip - I tried lots of other settings but couldn't tone down the jerkiness much more without compromising the other aspects of the ride. image The previous hover behaviour seemed to smooth out these micro-bumps better, although it was a lot more floaty so you would end up flying more often than in this patch, so that's an improvement for sure.

The increase in jitter could well be related to the affect Tiki shows off with the jump over the crater, there is definitely some force other than gravity pushing the hover down there.

Here's the bp for the car, it's unfinished so the yoke and core are under the front - AE86.zip

Also just a small note regarding the VFX, the dust cloud seems to be misplaced compared the the thrust direction an the hover pods. The dust should be further out to the side, not directly down from the pods. image

tsunamayo commented 11 months ago

Hi, all thanks for the feedback, I will look into it. Dont hesitate to share your blueprint. Now actually I already started to work on the revamp of the push tool, it is now an anti-grav tool like the magnet tool from Breath of the Wild (you can pick stuff and move stuff around).

tsunamayo commented 11 months ago

@TIKIRobo Are you on AMD? This fix was for a recent regression with a few terrain chunk missing or misplaced, not the one on AMD. I still need to order an AMD card for it, I just want to make sure I will be able to run a dual GPU setup.

TIKIRobo commented 11 months ago

@tsunamayo yep on an AMD card, glad to hear you're still working on it tho! https://steamcommunity.com/sharedfiles/filedetails/?id=3039616295 https://steamcommunity.com/sharedfiles/filedetails/?id=3019834895 also here are some of my hover bikes, I haven't updated them yet with the new core settings but if you need any tiny hovers for testing they do exist lol

tsunamayo commented 11 months ago

@TIKIRobo Hi, so first your hover are amazing ;) So the I improved the drop-off, it is smoother now, but I still cant land your tricky one. I think it just too unstable, even with the grab tool I cant place it upside up easily. I think a set of two landing gear at the back should fix it.

TIKIRobo commented 11 months ago

@tsunamayo not sure what you mean by tricky one but ive found that my hovers can generally right themselves (so long as its on its side) if you hold Q/E to lean which lets the hover pods "catch" the ground and push you back up the drop off is a great improvement tho thank you so much!