Iridium {l Wrote}:charlie {l Wrote}:Hi Joerg. I'm playing STK 0.7.2 and it is nothing to do with ground contact. Turning circle is wide whilst slow and no different when fast, thus when you turn at a slow speed it takes ages to turn around, yet when you turn at high speed you veer out of control.
Tested - he's right on this
I tested it, too - and I think I am right

So I guess our testing methods must be different. Here is what I did: I used Nolok in the sand track. When I drive at slow speed (<50 in the speedometer), a circle is approximately half the width of the road. If I drive at high speed, the circle is about the full width of the road, and using Nitro results in the same (as expected atm).
But I am not really defending the current steering, I just want to make sure we are all seeing the same here. Note that we actually decreased the turn radius at higher speeds based on user feedback, since people complained that they basically had to use the sharp-turn button all the time. I guess you are more talking of the kart steering behaviour at very high speed (zipper, e.g. the one in 'Scotland')? I've created a quick plot:
Sorry, forgot the axis labels: X axis is speed in m/s; y axis is turn radius (i.e. more turn radius, less tight turns). Old is what we use atm, new is an example for what we could try, e.g. by using:
- {l Code}: {l Select All Code}
max-speed-radius="35 25.0"
Note that 'normal' maximum speed is 15 (easy), 20 (medium), 23 (difficult). But powerups increase the speed of karts beyond this maximum obviously (e.g. zipper typically adds 15 m/s to the speed). This would give a higher radius (less turning) at higher speeds. On the other hand it means that at lower speeds (less than approximately 20 m/s) the karts would turn more. This is where we need help from people actually playing STK: just modify data/stk_config.xml, save the file, restart STK, and see how it plays. If it's not good, can you find better values? Please post feedback here!
We could make the settings of the turn radius more sophisticated, e.g. by adding a separate adjustment of the turn radius for very high speed, i.e. the speed you can only reach with powerups. Obviously if tuning the settings is good enough, we would prefer that

hiker {l Wrote}:I think in MK Wii the slower kart ahead of you is actually pushed to the side if you hit it from behind (that might depend on weight of the involved karts of course). While this is of course totally unrealistic, it makes a lot of sense for game play: if you are behind a kart and are faster, the karts can't block you, you will push them aside so that you can overtake them. But collision handling is one of the main goals of 0.8 (the main issue I see is that in kart-kart collisions often you are 'glued' to the kart that you hit).
Cheers,
Joerg
It does depend on weight; however, if you have two karts of equal weight, if they bumped each other side-by-side, they'd both be repelled to about the same distance (IF they are traveling at the same speed obviously).
Yes, side by side collisions push both karts a bit (which is kind of realistic), only collision from behind push the faster kart out of the way. Any feedback on what should be taken into account here would be great for our work in 0.8 (e.g. weight different, and/or speed difference). This is especially important once we modify the parameters of each kart to make them different, since we have to make sure that the karts are still balanced.
A very big issue I have is that sometimes AI karts will bump you and turn the whole kart around

Yes, we have a ticket for this. For now (i.e. before 0.8) I can only recommend to drive backwards when this happens, since reversing accelerates a lot more (for exactly that reason).
Thanks !
Joerg