About driving, solutions, and ideas.

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Hi CDPR if you ever read this.

CP77 game is fantastic and very true to Mike Pondmith' original universe (main surprise for me), but two of its features are problematic in my opinion. It's IA and driving. I will talk here of the later.

- First, players have to know that very few games have good driving with mouse / keyboard. The game is okay with a pad, so, to PC players, I'd recommend pluging a XBox pad, and use it when driving. With mouse controls, the camera should follow the player really sooner than at high speeds.
- All graphical assets and basics are here to make a great driving game (interiors etc). The problem is within the physic engine.

I'd recommend CDPR to train some of their devs to tune cars on Forza Championship or Gran Turismo, to "feel" what is problematic within CP's game's driving engine.

So far, I saw 4 mains problems, for cars (for motorcycles, i can't say) :

1- the tire engine is problematic + no torque engine. Instead, the grip feels theoric and only calculated with the current speed. So it grips 200% on accel from 0mph, 100% in curves and grip 50% on braking. You should at least reduce the accel grip, and look for a torque engine. Cars when braking from top speed to 0 is problematic, but I yet can't identify the cause of this (see #2).

2- the weigth transfert is problematic (problematic as in "very very theoric"). Inertia feels like it a number calculated from mass of the vehicle + current speed. But with no weigth transfert (aka no suspension model, not much left / rigth transferts, not much rear / front transfert). Add this to the innexistant torque engine and problematic tire engine (more like a grip engine imo), it is applied to the game with unncanny valley results : there is inertia, but it fell very wrong.

3- the IA cars have no mass. If you ram another one, even a truck, the truck will try to go into orbit like a Tesla. This is not normal : max result of ramming a car, depending on the angle of the hitboxes, should stop both car in a simulation, or make the other one bumping a little away in an arcade game, but none should fly away. Min result should be a little noise and not much problems with the hit. Here you have bumps that makes strange GTA3 behaviours (and GTA3 had better behaviours than current CP77).

4- your car (and the even the hero on foot btw) shouldn't be able to ram barriers this easely. As IA cars, some rails should stop you : so far, it makes the game having 2 category of obstacles : some visual obstacles, with about 0 problem to ram them even at 1 mph, and the walls. This is breaking the 4th wall. To protect the illusion, those "visual obstacles" should be harder to destroy at low speed. Like irl, an unaugmented character should never be able to destroy some of those obstacles.

Please, train your dev on Forza / Gran Turismo to tune cars, to better see what I mean. CP77 is a sim, every detail that would make this is little less than a failed Burnout or a failed GTA3 would be okay for the immersion.
I think, as a programmer myself, that some of those points are not a very easy task to acheive, but "you're CDPR's heroes" so, if at one point, in 1-2-3-4-5-6-7-8-9-10-11-12 monthes you solves this, I would not be that surprised. :)

Congrats on the game anyway !

If other readers have suggestions, feel free guys : I looks like him but I'm not Jesus :)
 
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Other thoughs :
- a new torque engine should be completed with a gearbox engine (that was obvious so I did not tell).
- the game really needs to calculate 2/4 wheels, and not just one (car are not jetskis).
- the game really needs to take into account mass of vehicules during accidents : this is the main "breaking the fourth wall" problem.
- current motorcycles are jetskis, you can see this especially in desert. I'm not enough versed in motorcycle's physics to advice for this. I never irl drove one, and I never played Tourist Trophy or moto sim to get (basic) physic feelings.
- in term of moto gameplay A LOT could be done by inverting the "handbrake" button and the current brake button : the handbrake is the rear brake, and the current brake is button is the... Front-brake-sort-of ? (no stoppies though). Driving is better using rear brakes here. The handbrake/rear brake moto button acts a little strange, though, but it's better than the current brake button.
- it's funny to see irl one wheel overboards that "feels" more CP than CP77. Also, rollers were a classic in CP.
 
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