Please read first before posting:
This should be a thread where we collect useful informations, helps for others and other useful stuff related to the game. I will try to sum up everything useful with bookmarks in the first post, so you do not have to scroll through the hole thread. Nontheless I'd like to keep the discussions in this thread at a minimum to keep the overview. So please open a seperate thread if you like to discuss about a certain thing. Thank you all in advance. Donnie![]()
@admins & mods: Please pin this thread. (Edit: Thanks for that)
Spoiler: Show
So i'm going to start with tutorials for all photomissions. (They are easy money and easy followers.)
Streetrace HQ All Photomissions (Photo Ops)
Offroad HQ All Photomissions (Photo Ops)
Freestyle HQ All Photomissions (Photo Ops)
Pro Racing HQ All Photomissions (Photo Ops)
Source by u/Xionergy on reddit.com
Ground
Global
- Traction Control - Limits wheel spin under throttle. Less - allows the tires to lose grip more frequently.
- ABS - Allows the tire to rotate under hard breaking. Full + will simulate you pressing/depressing the brake pedal. Makes it so you can somewhat steer while fully on the brakes.
- ESP - Reduces the cars power in order to gain traction. Think of it like traction control but at the ECU level. More + will limit power on the car in order to maintain traction. End feel is car is slower in corners but less likely to slide.
- Slide Help - Counter-steering in drifting. More + helps with maintaining a slide and transitioning into a new one. With less you can transition drifts much faster but greater chance is a *180.
Specific
- Aero Distribution - Side of the car airflow is pushing down. Different uses here. Less in the front will cause understeer.
- Diff Distrib - AWD Cars Which side of the car will have the most power. More + to the rear allows for oversteering.
- Gearbox - Gear Ratio. More + will give you more top speed but reduced acceleration. Less - Will have you slapping through gears quicker but reduces top speed.
- Tire Grip Front/Rear - Sticky Tires. Play around with these sliders. Reduced front produces understeer. Reduced rear produces oversteer.
- Brake Power - Pressure of the pads on the rotor. More + will slow the car down faster but also has a higher chance of locking up the brakes.
- Brake Balance - Ratio of front to rear pad pressure. More to the front will cause understeer during braking.
- Susp Comp Front/Rear - Upwards travel of the wheel over a bump. More + is stiffer. Higher it is the more likely you will lose initial traction over a bump. Good for TC where there are few bumps.
- Susp Reb Front/Rear - Downwards travel the wheel after a bump. Less - will cause the vehicle to be floaty. More + will make the car settle faster.
- Susp Geom Camber Front/Rear - Vertical alignment of the wheel to the body of the vehile. Less - results in the top of the wheel more towards the body. More + is the opposite, bottom of the wheel towards the car. Generally, a little less will give you more traction in the corners but less on the straights.
- ARB Front/Rear - Anti-Roll Bar. More + allows less body roll. This stiffens the car. Less - will allow the weight transfer but also reduces the reaction to the turn. These can also be used to induce over/under steer.
Water
Global
Drift Assist - TBD
Specific
- Weight Distribution - Front to Back leaning. Acts very much like holding forward or backwards on the stick. More + is weight on the front. Reduces top speed but gains control.
- Rudder Angle - Surface area of the rudder in a turn. More + will allow you to turn much faster at the cost of speed.
- Braking Power - How quickly you can slow down. More + allows you to stop faster.
- Buoyancy - How floaty floaty you are. More + will give the boat more surface area above the water.
- Hull Friction - Resistance of the water to the boat. Less - allows for some sweet water drifting.
- Trim Tabs - Tabs that trim? More + allows quicker transition between left and right turns but at reduced speed.
Air
Global
- Auto Climb Control - Keeps you sober. On maintains altitude if level. Off you will start dropping altitude until you have to con-air in Las Vegas.
- Knife Flight Assist - Pulls a knife out in a gunfight. While on in the knife fight, it will counter control the rudder to help maintain your level. If left off, you will be defenseless and have to use your teeth.
- Automatic Landing Gear - Where landing meets gear. Left on, gear will come out on its own near the ground. Pro mode will have it off, allows for more speed closer to the ground if you do not intend to land.
- Ground Cushion - Mother nature's pillow. Rate at which plane pitches up when near the ground. Less - reduces the distance to the ground. -Contribution by miljon3
- Ground Effect - Sweet body kits. - The lift produced by real-world phenomena when flying close to the ground. Less - reduces this already slight effect. -Contribution by zhpete
Specific
- Plane Reactivity - Sensitivity of the Control Stick. Less - reduces how quickly the plane adjusts to your control. More + makes it snappy.
- Stall - Threshold at which you lost control. Reducing gains speeds but at the cost of possibly not being able to control your plan. Suggest reducing until you can still performs tricks or turns. Increase if stalling.
- Wings Dihedral Angle - *How perpendicular the wings are to the fuselage. * Haven't been able to determine a visual difference in game but stats indicate that more + gives you better roll rates.
- Yaw Briskness - Rudder effectiveness. Less - reduces how much your plane will "drift".
- Pitch Briskness - The up/down efficiency of the African Swallow. Less - Reduces the rate at which you fall and rise.
- Roll Briskness - Do a barrel roll, but slower. - Less - slows down how fast you roll the plane.
- Stabilizer Incidence - Rear wing/stabilizer perpendicularness to the rest of the plane. More + will cause your plane to constantly reduce altitude.
- Wings Incidence - Rate at which you hit birds. - More + will cause your plane to constantly increase altitude.
Originally Posted by u/Xionergy
Aerobatic Action List for Followers
Bear in mind combo any 5 of these actions for an added 100 followers (this stacks 10, 15, 20...)
Air Drift [Appx. +1/21 yards]
- Adjust the rudder to yaw left or right ( → or ← )
Close Call [+25 per instance]
- Fly close to an object and continue unscathed
Cobra [+50 per instance]
- Keep the nose 45- 90 degrees nose up with little to no speed
English bunt [+50 per instance]
- Half of an inverted loop ( ⮎ ) leading to a roll
Formation [+?? per instance]
- Drive with a crew or random person within a certain range (Communication is key)
Half-roll [+25 per instance]
- A roll that stops abruptly when the plane is opposite of the starting origin.
Hesitation Roll [+50 per instance]
- A roll that stops at more than one point unlike the half-roll
High speed [+25 per instance]
- Reaching close to your planes max speed
Immelmann [+100 per instance]
- From level flight, a half loop to a half-roll
Inverted low altitude [+1/?? yards]
- Flying with the plane upside down less than 50 feet off the ground
Knife flight [+1/14 yards]
- Flying with the plane vertically
Landing [+25 per instance]
- Coming to a close to complete stop after flying
Looping [+150 per instance]
- From level flight, constantly bring the plane up and then around until back at level flight
Low altitude [+1/?? yards]
- Flying lower than 50 feet from the ground either in level flight or knife flight
Nitro [+20 per instance]
- Using at least 75% of your nitro meter
Nosedive [+1/?? yards]
- Pointing the plane nose to the ground
Outside loop [+150 per instance]
- From level flight, constantly bring the plane down and around until back in level flight
Roll [+25 per instance]
- Rotating the plane clockwise or counter-clockwise until back at the starting angle
Slow Roll [+25 per instance]
- Rotating the plane clockwise or counter-clockwise with multiple stopping points until back at the starting angle
Snap 90 degrees [+25 per instance]
- Rotating clockwise or counter-clockwise 90 degrees, i.e. a quarter roll
Split S [+50 per instance]
- From inverted flight, perform a relative loop until back at level flight and then perform a half-roll
Take off [+25 per instance]
- Accelerating from the ground and lifting up until off the ground
Touch and go [+25 per instance]
- When flying close to an object, ground or wall, have the wheels of the plane touch it momentarily then resume flight
Under bridge [+75 per instance]
- Flying the plane underneath a bridge that is over water or ground
Vertical up [+1/?? yards]
- From level flight, bring the plane nose up and accelerate to keep the angle
A half loop followed by a half roll. You'll end up doing a lot of those in Air Race.Originally Posted by Gabe.harp1996 Go to original post