1. #1
    MrGRiMv25's Avatar Member
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    Ramp glitches - DL pointers

    I'm having some weird glitches with ramps at the minute, it's annoying as I just spammed TC with 2 tracks, one had a mistake and the other was meant to be a fix.... the ski ramp's curve is quite relaxed at the bottom but it still bugs from time to time. It worked pretty much every time in the editors test mode but then started to glitch out once released.

    If someone could look at Snow'Ballin'-skijumpfix on PC I'd be grateful for any DL pointers etc, tis' only my second extreme and a bit rushed as haven't got much free time at the minute so some jumps might not have 'worked' as intended.
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  2. #2
    IImayneII's Avatar Senior Member
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    Hi.

    I'll take a look at it later when I have time. But yeah, the ramps are prone to glitches. If you land in the curve on a ramp (specially the clean/silver big ones you'll notice it alot. Those ramps are just not smooth and have small increments that easily throw you off when you use the pit viper. So try to avoid a driving line where they have to land like that. I don't see why they would glitch more after uploading tough, maybe you just noticed it less in the editor because you tested it from a cp and on a full run you land a bit different
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  3. #3
    MrGRiMv25's Avatar Member
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    Originally Posted by bassline001 Go to original post
    Hi.

    I'll take a look at it later when I have time. But yeah, the ramps are prone to glitches. If you land in the curve on a ramp (specially the clean/silver big ones you'll notice it alot. Those ramps are just not smooth and have small increments that easily throw you off when you use the pit viper. So try to avoid a driving line where they have to land like that. I don't see why they would glitch more after uploading tough, maybe you just noticed it less in the editor because you tested it from a cp and on a full run you land a bit different
    Thanks, any tips are always welcome.

    I tried all sorts of things to relax the curve at the bottom of the ramp but the glitch still pops up quite often lol... I think the main problem with my ski-ramp is too much speed approaching it as the hill is quite steep, and the bottom curve might not be smooth enough. I tried it again in the editor and it glitches too so was me just spinning out last night after I had uploaded it. It doesn't do it as bad as the first upload so that's cool I suppose.

    Also, is there any way to let people test tracks before uploading?
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  4. #4
    IImayneII's Avatar Senior Member
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    Yeah, depending on the speed (usually the higher the speed the worst), how you land (front wheel first, in the curve of the ramp) the ramps glitches out the wheels/tires and you'll fault or loose alot of your momentum. Only did a quick run on the track, but didn't really notice the ramp being that bad. There's really not much you can do about it, except taking it into account when you make obstacles, and maybe adding some custom collisions on the ramp, but doesn't always help. Also be carefull connecting ramps.

    I was surprised you said the track was rushed because it looked pretty solid.

    Sadly, there is currently no way to let people test it. But RL said they are going to look into playing SP tracks in private matches when multiplayer is officially out. I guess it's at the moment better to wait for MP release, I think it should be possible to just change the settings of the track to MP-supercross and let people test it that way while we wait for SP support. (you can basically do it now in the beta version too, but since there are no dlc's unlocked there it can only be a track with vanilla objects.
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  5. #5
    IImayneII's Avatar Senior Member
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    Btw, if you descide to keep building, I would suggest making a thread in the "user created" track section so people can give feedback on your tracks and it's centralised. Since you called your track rushed, wich to me, looked pretty solid, I'm curious to see what your next track will be
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  6. #6
    Ramps are a bit glitchy on this game anyhow, even terraforming has some issues too with bumps and stuff, I try my best to over come them by constantly testing them in the editor and see how much curvature is really needed, I had a couple of problems with snow mounds but eased them out by placing an object in the snow to ride on to make it smoother to run on when jumping, I used one of the med sized ramps in my recent track and it flows pretty smooth.

    But I do reckon it's how you flow into them, try tilting the ramps a bit just to get them to work a bit better. Constant testing will help you out.
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    MrGRiMv25's Avatar Member
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    Thanks for the replies, I'll add some videos to my old track thread later, so much going on over xmas it's hard to get organized.... it was the orange RotRL ramps that were giving me some grief, and also the WttA ramps on another track I made - I had to use a lot of custom collisions on the DL to get smoother traction on the ramps lol.

    (I call some of them fast-builds as I leave out physics events and animations etc, as trying to test my DL skills first)
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  8. #8
    TeriXeri's Avatar Senior Member
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    Basicly what I noticed what happens in this game, at higher speeds/jumps/falling down, the bike wheel goes a little inside objects, and could potentially even break the bike if its a thin object/big fall on terrain (ski or ride in-game track can crash you on the final snow ramp when jumping off the red bar).

    The more speed/force, the more often glitches appear.

    Evo/HD had similar issues with plywood since it was so thin. But not so often at thicker ramps.
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  9. #9
    empecee's Avatar Senior Member
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    its a combination of both . its the bike feeling like its not connected to what its riding on and having a glitchy bouncy back wheel that has a life of its own sometimes . and the ramps are pretty bad . really bobbly. and and the custom collisions are not much better . they ride strange . if u dont believe me replace them with primes. and see the difference .. and dont even try to make custom jumps without having to dumb them down . evo felt more connected to the obstacles via feedback through the bike . you could sense what material u were riding on .and the ply was a small price to pay . i could do a line very quickly and had confidence in it and hardly had to adjust on that game . fusion . the line seems to get worse as u build . and thus needed constant adjustments and dumbing down
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  10. #10
    MrGRiMv25's Avatar Member
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    I'll have a try with the primes later on as have another idea for a track, anything to create a smoother line for the back wheel is great as it does glitch out quite often. I know what you mean about Evo though, I built a few tracks in it and didn't encounter the tyre glitch very often even with some quite weird objects on the DL.

    Added some vids of newest 3 tracks - all part of my fast build test.
    Code:
    http://forums.ubi.com/showthread.php/910497-PC-Grim2ooo-s-Trials-Fusion-Tracks?p=10170693#post10170693
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