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Tobberian

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Everything posted by Tobberian

  1. Unforgiving detailed sim. I want realism all the way. 1 quick facet example.. I honestly want to be able to grab a seatbelt (using mouse) and search for the fastener with an avatar arm. Cumbersome?.. yes IRL too. Really that isn't crazy, I simply want the SANELY fullest possible virtual trip. FUDGE it if perhaps some fast driving starts to take skill or gets painstaking.. boohoo? I would just drive to my limit (perhaps increasing if I would bother). EVEN if it's 60mph. And as a bonus it would just be amusing/scary to drive too fast and crash then. :D A kind of fun that is somewhat missing in Tdu1. :s
  2. :):) NICE!!!!! I'm just really hoping they do good on their promise of smoother roads. 1:05 Maybe that's better I don't know.
  3. I'm happy as long as we have arm crossing movement going along with an accurate amount of rotations on the steering wheel. It would only need an adjustment for say 3 wheel diameters. no biggie! But I'm kinda thinking even that won't happen. But just maybe, who knows. :)
  4. Not screenshots but I found this: TDU2 web background vs magazine (The northwest coastline differs tremendously just above and up from the harbour bay town "Sant antoni de portmany", which is GONE).
  5. It's called TEST drive and dream cars is a VERY big field, not just super. But ontop of that throw in a couple of everyday cars too.
  6. Real classics.... yes please! Take a look here: http://oldcarandtruckpictures.com/OldClassicConvertibles/ purrrrr
  7. Will there be any "perspective offering" 60-120hp cars this time? (dlc maybe?)
  8. A few roads with some cracks (with rare pothole), just don't over do it!. Also missing is the old schools roadwork (you know, blinking things that go flying for some reason. X) (Bo bo bo bo bock!) TDU sports the loose object "warning stand".. so maybe they started something, but canned it. For convenience sake make it ~2 permanently placed roadwork strips (cones/objects are only locally affected). (Also nitpicking.. but it would be nice if TDU2 had differently sounding asphalts, caused by different asphalt surfaces, not JUST asphalt or dirt sound). Smoothness quote: (OXM preview) "..of ups and downs. But unlike TDU, the sequel makes them as attractive a destination as any on level ground." :)
  9. A couple of average cars ~90hp, fun yes please, also it gives a perspective to all these monsters. The weakest TDU car is at 170hp I think, oh oh. :P
  10. yes yes :) mueheh.. But as I described in post #20 That problem can be 100% eliminated.
  11. #22, 23 My point was immersion.. (not gore). E.G. It would look VERY empty without trees... and no pedestrians have about 20% of that same kind of immersion loss. Don't you think?
  12. My take.. Why peds: OK it works without, but why remove, I mean should they go ahead and remove the trees too? They obviously supply immersion, and local AI peds could be density adjustable, 0-max. 0-evil function: Make AI and User peds Invisible & untouchable dynamically way before collision, with the margin distance adapting to car speed (stationary car=nothing happens except User-ped gets blocked and AI-ped walks around). This will remove the "fun" of even DISTANT chases on side-walks and also rid any graphical silliness inside the car. Network: * Global AI peds is probably way too hard, (maybe if strictly confined in path and timing), but local peds in an on-line game is good enough, and it would enable a "set density" choice. * Adding 8 USER-peds shouldn't be a problem since there's only 8 cars +8 LOW net cost passengers if done right (doesn't send globally, only signs to the driver, and so mostly just receive). =16normal 8light. Should be quite doable. It's already like that now with loose objects.. (plants, signs, boxes, surfboards and what not).
  13. yes as an option. It's like this in all good ->ARCADE<- or sim flights. So why not here? Kinda obvious (just hope it is to eden too).
  14. Are you sure? I tried this before, but checked again and timed it, not a second faster. Also I still have to press enter to connect. (during the intros I always hammer mouse button).
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