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File: 1727446094963301.gif (261.2 KB)
HEADS UP FOR AMERIFRIENDS
the usual hostfag (yours truly) is a bong and our clocks go back on the 26th, so the raceday on the 1st of nov will be starting an hour later than usual for you guys, after that we'll be synced up again
if someone would like to start hosting the raceday at the usual time for amerifriends on that day that would be very based, but otherwise yeah get an extra hour of sleep or whatever
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https://steamcommunity.com/games/473770/announcements/detail/547870056 202109269?snr=2___
1.4.1 stable is out
notable additions:
square gate for analog controls, allowing full pitch and full turn at the same time for stick players
rollback hit detection for weapons in MP
team races, rush hour, upsurge, and eliminator available for MP
"Many more game events are now correctly synchronised, such as ships being eliminated, ships respawning, ships passing the mid and start line, etc." - possibly a fix for zombie ships and the mass CONTENDER bug on tracks like blackward decks?
whitelist for code mods in multiplayer (allows people to use their own custom HUD mods provided the host also has them installed, without others needing to install them)
2 new tracks, Oceana and Omega Loop
"Fixed unknown ghost players being created in Steam lobbies if a new connection happens during the handshake for another new connection" finally a fix for the steam lobby clone bug, looks like
hopefully no custom tracks were broken with this one
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File: illegal maneuver.webm (2.9 MB)
>>2042418
free to use any ship you want (though if you're any good at the game using something mega OP like the barracuda S will probably just be boring unless everyone else is in similarly OP ships), the custom pack download also includes 99 custom ships, i tried to make sure none of them were egregiously OP but there are definitely some stinkers in there - need to cull some of them when i next update the pack in ~a few weeks, i think
for settings: zen speed, 2159 physics, 0 weapon pad cooldown (always available), mines disabled and hunter enabled, forced weapons enabled (ships with 0 firepower are able to use pickups at a strength of 1 firepower) are the main ones, sometimes we mix it up a bit (mostly on gimmick racedays for the first raceday of each month, or for certain tracks)
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File: 1667054125188580.png (160.8 KB)
>>2042446
diavolt is a strong ship, the 2nd best vanilla "legal" ship imo (only beaten out by nexus), handles decently despite its shitty handling stat on the ship select screen
two ships commonly recommended for newbies (that are also actually fast enough to win races) are hyperion and tenrai, you can give those a go if diavolt is too unwieldy to start
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File: attention.jpg (122.9 KB)
Track Pack update soonish(tm), putting it together now, waiting to see what the ETA on Uber's new SWR tracks is before i finish it up
you guys might want to do 2 things in advance:
delete your currently broken version of parashant from the workship singles folder, along with its .tch file from the cache folder, if you don't do this then the new fixed version of parashant coming in the track pack update will still use the old broken version's cache file and likely make you crash when we play it
delete custom ship ID 1809297565 Blue Falcon (it causes a crash on race end)
only two other custom ships will be getting gutted from the pack (3009166361 Freccia and 3105962495 Airship Delphinus) but feel free to keep them, they don't cause crashing i just think they're shit
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File: newstuff.jpg (77.3 KB)
>>2047444
oh, and here's a list of the new stuff already tested and confirmed for the update, incase anyone feels like trying any of it out for themselves before it hits the racedays proper, just remember to unsubscribe from workshop entries afterwards to avoid conflicts with the track pack
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lobby is up
92.22.239.204
CODE MODS WHITELIST ENABLED, feel free to use the latest version of Streamliner or VanillaPlus custom HUDs if you want to grab them yourself, they will be included with the track pack download when it gets updated soon
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>>2044937
That comes par for the course because USB HID/DirectInput API mappings are not standardized. And they can't be because they have to work with every type of controller from flightsticks, racing wheels, custom arcade hardware and so on. The dualshock style gamepad was not at all standardized at the time, and until the xbox 360's time it was really more common than other types on PC.
I remember when xinput came out and gamers were complaining that it would hold back gaming, reduce support for existing peripherals, and stultify the development of new controllers only in exchange for convenience. All of this was true and we had to wait on steam input to add more capabilities to PC, which is far from a good solution since not every game is on steam.
Could've been better though because games often numbered buttons and axes differently than the OS did for some ungodly reason. There was never really a standard for button mappings of the typical dualshock controller even after they became popular. I had a few third-party ps3 usb controllers that all worked great on ps3. They worked on PC but the button mappings were different despite being the same on PC! Explain that to me!
Another issue was the lack of rumble or force feedback amongst other things in the USB HID drivers that were addressed with xinput, but to this day directinput needs special drivers for force feedback. I have some old controllers that I can't use rumble with unless I use an old win98/xp 32bit machine.
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>>2052834
BallisticNG uses a third-party input library called Rewired to handle input device stuff, I think the issue is that Rewired doesn't support the Dualsense Edge (yet?). This page has more info on which controllers are supported out of the box by Rewired: https://guavaman.com/projects/rewired/docs/SupportedControllers.html
>>2052834
This makes sense as the standard dualsense (both the wired and bluetooth versions) is listed as being supported on the page I linked.
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>>2055054
ah fair enough, wasn't aware that it could be an input library thing
works perfectly via steam input/xinput though just a little annoying that there's no option to force playstation prompts/choose which prompts you want like a lot of games have started doing in the past few years
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>>2058923
AG racers look intimidating on the surface (especially if you dont have much experience with racing games in general) but the learning curve is honestly quite similar to a fighting game, relatively low skill floor, almost infinitely high skill ceiling
you just need to stick with it and not get discouraged by spending an hour or two bonking into walls when you move up the speed classes
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>>2058923
I never liked racing games, but BallisticNG is one of the most fun games I've ever played in spite of that.
It took me a good few hours of being stuck in the training level until I finally figured out how to properly pilot a ship, and after that it was just going through levels and getting better.
Either way, nothing's stopping you from downloading it and giving it a try (It's on GOG after all)
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lobby's up bros
92.22.239.204
if you grabbed the vanillaplus custom hud last week, you'll want to grab the latest version from the github otherwise you'll get a codemod mismatch error (if you didn't grab it dont worry about it)
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>>2065001
your only option might be to just name the tracks slightly different, seems like the game automatically groups "trackname" and "trackname reverse" together if they were made after the update
or you could try "trackname" and "trackname R" instead
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>>2065001
If you're asking from a position of making custom tracks, I think by default the tracks will still appear as separate entries in the in-game track selection menu, but tracks with "reverse" in the display name will have their variant set to "reverse". If you want your custom tracks to use the variant system, it requires some additional setup rather than being automatic.
If you're asking about custom tracks others have made, if they've been configured to use the variant system (I think only Elivagar and MitKit's tracks fit this criterion) then there's nothing you can do to undo that.
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File: 20251126151937_1.jpg (918.2 KB)
TRACK PACK UPDATE TIME
download links updated: https://pastebin.com/d0KQeKGC
43 new ships, 26 new tracks (a couple returning), 2 custom huds and the fabled anti-antiskip codemod
you should READ THE README but if not just make sure you don't enable the no-antiskip codemod except for no-antiskip racedays, otherwise you won't be able the join the lobby
reminder: you only need to download the MINI PACK unless you havent raced with us for a while. deleting removed ships (see readme) is not required but recommended if you want to keep parity with the track pack/avoid custom ship list bloating
grab it nerds
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File: 1710311625126770.webm (1.1 MB)
>>2082023
>>2082027
well i'm guessing they are in fact not done yet
i wanted to make sure everybody has the codemods for next week and not to be a dick but the ETA on those new SWR tracks has been changing every time i've asked, but whenever they're finished i suppose i can always do a temporary "mini minipack" or some shit
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File: aifall.png (215.8 KB)
>>2082733
Also I have to redo the tracing for AQC because I had to add a narrow funnel so you can't skip the finish line and because the track itself is so wide the ships start facing the wall and this fucking shit editor doesn't allow to change that.
Why do I even waste my time with this shit game
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>>2085250
i haven't bothered with it myself to confirm but supposedly you have to type "TAXIDERMY" on the main menu and i'm guessing it'll give you a download link for the latest wtrp or something
i've also heard the wipeout huds still work fine, they just throw up a scary console error on launching the game but you can ignore it (apparently)
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>>2085265
np, the WTRP pack is also up on basedmods though i think its an old ver, if you grab it and it's a newer version consider reuploading it there so people dont have to fuck around with that gay shit in the future
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>>2085356
https://basedmods.org/game/ballisticng
the old version is already on there so you might have to submit it as a mod update or something?
also i think files above a certain size the guy running the site has to manually check them for viruses so might also just be a time thing
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>>2082733
Having a second round of updates for the podracer tracks works out nicely I think, the reverse layout for Nu-Mana is missing and I forgot to tell Starskink about it. Download below.
https://www.mediafire.com/file/cuqxi6rcwl7yoct/nugget_tracks.zip/file
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>>2086398
nice, i'll grab these and add them to the pack with another update in a few weeks or something
apologies for not waiting, i really wanted to make sure everybody had the no antiskip codemod ready for the first december raceday, want to leave it for a little bit just to make sure people get the current recent update minipack and shit before i push another update so there's no confusion or people having to redownload the whole full track pack
t. star
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>>2089563
You might be able to do something about it with code mods but I don't know the specifics. Back when I still used the track chase camera I'd just switch to rear chase since it doesn't have that issue, and then cycle back to track chase on landing. It should be noted the pullback effect only occurs on tracks with jumps where the jumps are properly labelled as jump zones, if I'm not mistaken.
So yeah either try and get used to it, cycle camera modes for the duration of the jump, or fully switch to a camera mode other than track chase. Nice crop btw.
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File: BallisticNG 2025-11-30 09-14-14_188.png (3.9 MB)
>>2092059
You sure it doesn't happen with chase cam in 2159?
Maybe it was changed over time, but I checked/unchecked the legacy boxes in the cam options menu and it didn't change the behavior.
Anyway I'm really liking how 2280 feels despite the lack of air mobility. More people need to convert for my benefit.
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>>2092766
Let me see.
>G-Tek is the de facto leader of the AGL, and Diavolt proposed to them the use of weapons (in racism of the speed variety)
>Omnicom and Diavolt have beef with each other over the Nova Park controversy
>Tenrai and Caliburn both hate G-Tek and Diavolt for introducing weapon combat
>Hyperion hates Omnicom for their censoring, and Scorpio's racing team purely exists out of spite for the latter
>Barracuda's Model A caused such massive seethe, that everyone else pressured G-Tek to ban it from competing
>Protonic hates Barracuda because they poached designers for the Model C
>Barracuda has tried to massively undercut Lance Systems for offers on VR shenanigans, but failed
>Wyvern, Nexus, M-Tech, and the DLC teams are just kinda chill, the former is especially careful about this kind of thing
So either Omnicom, Diavolt, or Barracuda, depending on a certain point of view. Maybe G-Tek for greenlightingmines.
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>>2123850
Streamliner and VanillaPlus are just custom huds and optional
No Antiskip disables the drone that will grab you and pull you back it you try to cut a large chunk of the course, its only used on gimmick raceday when no antiskip wins the poll and should be left disabled otherwise
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File: posting gteks.png (670.0 KB)
Good evening, speedfellas. It's been a while.
I'm one of the faggots that oversees /vm/'s Divegrass team.
As always, G-TEK has proven to be an asset crucial for this team, so his slot has been secured. However, if you guys still wanna vote to see who gets a spot on our team, please do so over here:
https://docs.google.com/forms/d/e/1FAIpQLSduF9CL7l_TuCzoLJmZrdSBoZZUxG FHvtn_pATEAFmjAYRIxg/viewform
Any all votes are appreciated.
The poll will be closing on monday with the results following shortly after.
Thank you for your undying support as always, lads. See you all soon!
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>>2148939
doesn't matter at all unless your ping is REALLY bad, then i think you'd probably see ships teleporting, wouldn't affect anyone else
host is a bong and americans play just fine, weapon hitreg got improved massively with the latest update that added rollback, but even before that patch it was 99% just a case of the game being janky rather than ping related
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File: 1.png (329.0 KB)
off-day racism happening on 1st Jan if anyone feels like racing then
here's the poll for it:
https://strawpoll.com/ajnE17bwAnW
start time is flexible, join the steam chat and message I love Chen if you're up for it starting a couple hours earlier or whatever
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I've spent something like three hours trying to get this wtrp gayness running and I'm admitting defeat. Apparently you can't ask about this anywhere else so here I am. If I have the three code mods from discord, and I have the main content mods from taxidermy, what could I be missing to make the custom gamemode work (required for the campaigns)? It says it's missing, and in the mod menu I'm getting thrown errors about configs for tournament support and splitscreen not being found.
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File: BoontaEveClassicInvisibleWall.png (1.7 MB)
Not sure if intentional or not but this random triangular bit of floor with a different texture from the surrounding ground is treated as a wall for collision detection and it really sucks because it's right next to a turbo pad that points you left of where you'd want to steer as you hit it.
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>>2178696
closed, great races bros
by popular demand we're taking a vote on whether we should use the anti-antiskip mod every week, as opposed to only on gimmick racedays
reminder that you still have to hit checkpoints or you get fucked over so tracks can't be broken TOO hard
vote here:
https://strawpoll.com/jVyG2Mvl8Z7
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>>2226103
only a few i think
there's the actual akina downhill but it doesn't have any weapon pads so a bit boring for multiplayer racing
peikko is a circuit but its long enough that the 1-lap version works as a point-to-point race
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lobby is up bros
92.22.239.204
RANDOM SHIP GIMMICK RACEDAY
how it works: i will randomly roll a custom ship every race and you're encouraged (not forced) to also use it, should be fun with peeps having to use ships they aren't familiar with and also have more of an even playing field
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Turns out that, while the VanillaPlusHUD implementation for the pitlane indicator was inefficient, it was functionally correct, and the reason why the pitlane indicator almost never shows up on certain POD tracks (Galleria, City, Nuke, and Road70) is because the sections containing the pitlane trigger for those tracks are in weird places and/or weirdly angled so you tend not to activate them.
Nowhere's pitlane indicator showing you the wrong direction seems to be an intentional choice by the track maker to fuck with you AND prevent autopilot from taking the pitlane for you. This seems to have been achieved by pointing the pitlane entrance section's junction reference in the wrong direction, toward the start grid, which causes the pitlane indicator to signal right even though the pitlane is actually on the left, and confuses autopilot and forces it to path onto the start grid instead of into the pitlane. If you're already in the pitlane, activating autopilot will work as normal.
Celeste A.M. is the only other track that I know of with a wonky pitlane indicator; Its pitlane indicator section is placed after the pitlane entrance section so you'll never see it until you've already missed the pitlane entrance.
Pitlane indicator sections are automatically generated and can't be fixed by the track maker. Pitlane Entrance sections are manually placed and can be used to mess with players, like in the case of Nowhere.
I've fixed the pitlane indicator class so that it should work in mirror mode now and have replaced the inefficient implementation with the more efficient, more correct implementation. The music display class and speedpad color pulse class have also been changed to use the more efficient, more correct implementations. This may result in better performance and load times. I also changed the timing on some of the animations to make them more readable. I'm going to look over the rest of the code before I release a new version of the mod.
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>>2243299
I don't know if this is true necessarily, it's just that the internal HUD's pitlane indicator is in the bottom corner of your peripheral vision so it's not easily readable and you end up relying on track knowledge more than the intended HUD function.
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File: 1750986249675293.png (802.5 KB)
>>2244261
It is true. Most Pitlanes in the game are blind turns or at least very difficult corners to take because they are designed in such a compact way and need insane lines to enter without pinballing. At lower classes maybe? At higher classes an indicator means nothing because the entrance is usually so difficult. It's a redundant feature because of poor pitlane entry design. I'm of the opinion some of the hardest turns in the game are pitlane entrances.
I've complained about pitlane design before, on the basis it's bad for racecraft. All I've ever gotten is snarky responses.
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>>2244694
Yeah I agree. I guess it's cause pitklsnnes are deigned to steer away from the track so they'll be sharp turns. Tbh though they tend to be the most fun part of tracks, the normal turns get boring after awhile
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>>2246457
Pitlanes always use gradual corners that split from the track and then run into the pits. BNG pitlanes are way too short for this and are normally just sitting parallel to the main straight with no actual entry.
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i haven't played in the past year much and i had to reinstall my whole system twice and i can't download the track pack from mega anymore for some reason - it just fails to init and it doesn't seem to work no matter whatever i do
can some kind anon here upload it to a different filesharer please? i tried using a vpn but it's a pain in the ass finding a usable public server that hasn't exceeded the mega traffic quota
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Updated Werner's No Anti-Skip Ever mod to allow for the disabling of the recovery drone outright. Get it here: https://github.com/PartialLight/BallisticNG-Werner-Code-Mods/releases/ tag/Release_1.0.1
To counteract the fact that if you fall out of the map, you can no longer be recovered, I made it so that you can self-destruct manually by changing the song being played by the internal music player. The best way to do this is by pressing the skip song binding (right shift by default for keyboard, and I think start/options for controller users), but you can also do it through the pause menu I think.
The minimum distance below the track at which this can be done can be configured in the mod settings, and disabling the recovery drone is toggleable.
Also, I wrote a mod to allow Floorhugger to be forced by the player (the effect is clientside), intended to be used with 2280 but will work with any physics mode, which might make for an interesting gimmick in the future. This is toggleable in the mod settings. Get it here: https://github.com/PartialLight/BallisticNG-Floorhugger-2280/releases/ tag/Release_1.0.1
Furthermore, I tested Cascade Seven Forward with all code mods disabled and still couldn't get the pitlane indicator to show up, so I'm fairly certain that's a track issue.
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File: 1658008818405.jpg (38.2 KB)
HEADS UP FOR AMERIFRIENDS
i have just been informed that you guys have entered DST, here in bongland we don't start DST until the 29th so the next 3 racedays will start an hour later for you guys (unless someone else would like to make the lobby an hour earlier/the usual american time)
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File: this is the only screenshot on twatter.jpg (263.8 KB)
In the way of other racism, an upcoming Kickstarter for a GRIP sequel was announced. Far too early to tell, think anything good will come out of it? Never tried Speedfreeks.
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>>2314551
based
but also reminder: if you're using the custom hud dont update just yet or you'll get a codemod mismatch error when joining the lobby, track pack update is coming Soon(TM) and will include up to date versions of all the codemods and shit
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Hey guys i'm new to the game. I know that the G-Tek R34 is supposed to be the best ship for beginners but i really like the Orbitronix TRX22 because it looks cool.
You guys have any tips on how to git gud with the keyboard? Am i not supposed to be pressing the air brakes too much? Thanks in advance.
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>>2328447
>G-Tek is supposed to be the best ship for beginners
lolno, G-Tek is really slow, has some of the worst acceleration, and its steer response is bad, the reason why it's handling stat is so high is because of it's max steer rate and it's grip, which aren't nearly as important. If you want a truly beginner friendly ship, Tenrai or Hyperion make more sense, followed by maybe Wyvern and Scorpio. If you like Orbitronix, just use it and you'll get a feel for its handling pretty quickly.
Not pressing the airbrakes too much is a good tip regardless of input method, as you play the game, you'll become more familiar with its tracks and your ship of choice, and eventually that track knowledge you accumulate will include which corners can be taken with minimal or even no airbraking at all.
As far as keyboard specific tips? I think rebinding Afterburner from the E key to something like TAB/SHIFT/CAPS/CTRL is useful because it allows you to simultaneously airbrake right and afterburn at the same time, instead of having those two actions conflict over your index finger.
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>>2328451
they aren't, the shielding stat is more like "damage resistance" rather than "more health"
i remember reading somewhere ages ago that afterburners are more effective on ships with higher acceleration, but i don't know how true that is
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>>2328481
A ship's acceleration has no direct effect on afterburner usage, however, ship's with less than 1.0 acceleration on whatever speed class the race is currently using will "lose" acceleration upon activating a turbo pickup.
The amount of engine force your ship is outputting at any given moment (which can be increased by up to 12 points of speedpad acceleration with 2159 speedpad mechanics), does however influence the effectiveness of turbos and afterburner.
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>>2389746
closed, great races everyone
next week will be a gimmick raceday, here's the poll: https://strawpoll.com/7MZ0kRKWRgo
track pack update will be coming sometime next week, too, if people would prefer it we can stick with the normal setup for the first run of the new tracks (or not, either way is fine)
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>>2391252
apologies to whoever voted for hyperspeed
its such a "non-gimmick" i thought i might as well take it off the poll since it's never even been close to winning the vote before, but i'll add it back to the next gimmick racism poll just for (You)
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File: 20260428164823_1.jpg (700.3 KB)
TRACK PACK UPDATE TIME
24 new tracks + a few updates,17 new ships, updated code mods and the new Floorhugger-2280 code mod
get it from the pastebin: https://pastebin.com/d0KQeKGC
as always, you're fine to only grab the minipack unless you haven't raced with us for a while, then you want the full one
don't forget to read the readme, and clear your track cache folder (unless you know what you're doing and want to manually delete just the old cache files for "updated" tracks)
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>>2391252
lobby is up bros
92.22.239.204
floor hugger 2280 race day! be sure to enable the code mod, restart your game, and then toggle it on in your mod settings (this can be done while in lobby)
also, the way the mod works is by forcing the track to be all maglocks (regardless of chosen physics mode), and works entirely clientside, so i think i will be leaving this mod enabled for all racedays after this, as i dont think being able to force floorhugger for yourself will give a huge advantage or anything on most tracks (unlike the no-antiskip codemod), so feel free to use it or not use it as you please
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>>2417445
That's only for the "Floorhugger-2280 Toggle" setting.
I personally recommend using the "Modern Grounder Force Override Value" setting, which lets you keep using the normal 2280 camera while still keeping you locked to the ground if you set it high enough (anywhere from 70 to 225 should be good), with the added benefit of bouncing off walls on impact which mitigates the "sticky" feeling of wall scrapes/collisions in 2280.
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>>2417561
I should clarify, both the "Floorhugger-2280 Toggle" and "Modern Grounder Force Override Value" are strictly clientside in effect, and "Floorhugger-2280's" effects take precedence over "Modern Grounder Force Override Value", i.e. if you have "Floorhugger-2280" enabled, Modern Grounder Force Override doesn't change anything. If you don't want to have stronger wall-rebounds in 2280, I recommend keeping the Modern Grounder Force Override value somewhere between 2 and 14.
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File: BNG_121_BackendShipStats.png (2.6 MB)
Also, regarding how the Absolute Shield Values setting lies to you:
Firstly, there is no such thing as "absolute" shield values. Tenrai (absolute shield value says 88) and Diavolt (absolute shield value says 102) can afterburn for the same amount of time, and will recharge energy in the pitlane/from absorbs at the same rate. If you check the F1 menu in a race, you'll find that shield integrity still says 100 even with absolute shield values turned on.
Secondly; the "absolute shield values" are wrong; Cannons do 0.5 damage per shot from a ship with 1.0 weapons effectiveness into a ship with 1.0 shield effectiveness (full damage dealt, full damage received). Diavolt can survive exactly 217 cannon shots and be left with 0.39130 points of shield integrity, the 218th will kill it. Assuming the ship firing the cannons has a 1.0 weapon effectiveness stat, the way to derive this is 100 / (CannonDamage * Shield Effectiveness * 1.0). If we assumed cannons did 1 point of damage instead of 0.5 per shot, this can be simplified to 100/ShieldEffectiveness, which gives Diavolt an "absolute" shield energy of 108.69565, and Tenrai an "absolute" shield energy of 103.092738, a difference of ~5.6, much smaller than 102-88=14. I have no idea what math is being used to get numbers like 102 and 88, but the actual disparity in survivability between Tenrai and Diavolt is literally 1/3rd of what the numbers would imply.
At best, the setting doesn't tell you anything useful, at worst it's giving you bad information and making it significantly harder to gauge how close you are to E-Pack range or relevant damage breakpoints. Back in 1.2.1 before the Combat Rework in 1.2.2, combat stats mattered significantly more, today they're largely placebo (ask me about damage breakpoints.)
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>>2425319
Don't think Vonsnake has said anything has he? I'm not sure if it's going to be BNG2 seeing that Wipeout HD-style physics mode covers a lot of the same ground, but that post talks about a physics test for it, which for all we know could be a similar or distant project.
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Spec here, I updated VanillaPlusHUD again. Fixed the reverse camera not working when using TiltLock2280, added support for absolute shield values, updated the position counter to change colors based on your position in the race (red for last, bronze for 3rd, silver for 2nd, gold 1st), updated the recharge sum to work with weapon absorbs, and added support for all the gamemodes in the vanilla game.
I STRONGLY suggest we update, if for nothing else then for the TiltLock2280 bugfix.
Get it here: https://github.com/PartialLight/BallisticNG-VanillaPlus-HUD/releases/t ag/Release_1.0.9
Note for absolute shield values: I wasn't able to deduce the formula used internally to calculate "absolute shield values", though I now know a "center value" of 0.07 which is presumably why Scorpio's 'absolute shield value' is 100 (its shield effectiveness is 0.93, +0.07 would equate to 1.0, but applying the same logic to the other ship's shield values doesn't produce the corresponding absolute shield values displayed by the internal HUD).
The mod formula I settled on is 100/shield effectiveness, which produces generally similar numbers (not to mention that this is technically more accurate as a numerical representation of differences in survivability).
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>>2431732
Based on an image and a video clip posted by Vonsnake in the discord, my first assumption is that it's going to be a kart racer that's heavily inspired by Crash Team Racing and Jet Moto. His YouTube channel has some CTR gameplay videos, and the video clip in question seems to be an explicit reference to the turntable from CTR.
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>>2437293
nice, i will install this and we'll be using it in the lobbies - so heads up for anyone using vanillaplus, you'll want to download the latest version from that github link otherwise you'll get a mismatch error when joining the lobby
i've also added it to the pastebin with a line explaining why it's separate from the pack for now
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>want to play Fury
>PS3 died, PC isn't strong enough to emulate it
>remember I have this game
>had to join the disc*rd because there's virtually nothing on nexusm*ds or the workshop
>the tranny that made the hd/fury stuff pulled a tranny and put everything in some sekret klub and is extremely hostile towards anyone who wants to access it
could someone kindly redirect me to the latest WTRP folder? i only found a pixeldrain and archive.org link with stuff from nearly 2 years ago
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>>2461823
>had to join the disc*rd because there's virtually nothing on nexusm*ds or the workshop
I actually tried to race with them once when I was bored. They go out of their way to make downloading tracks a pain. As one of the high-ranking trannies in there put it, "It would be a disservice to the map creators to just package everything into a pack".
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wasn't there supposed to be an "endless" version of survival mode in development, with a constant procedurally generated track type of thing?
i can't remember, and could be thinking of a different game or just making shit up in my head
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File: PsygnosisTopTrimmed.png (274.1 KB)
>>2499419https://www.mediafire.com/folder/p0fc1tjqz9119/Steve_Urkel
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>>2500379
thanks but is that really the latest one?
i found a version on pixeldrain and archive.org, supposedly it's v19 from august 2024
would be weird if it never got updated past that but idk, maybe the tranny got tired of "working" on it
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>>2437293
Spec here, VanillaPlusHUD has been updated once more, to version 1.1.0
Get it here: https://github.com/PartialLight/BallisticNG-VanillaPlus-HUD/releases/t ag/Release_1.1.0
Uber requested a feature that would display how close you are to losing a missile lock-on, this has been implemented alongside some other things as part of the "Extra Weapon Information" feature. Besides the Missile pickup, Hellstorm, Autopilot and Energy Wall have additional info displayed but missile and energy wall will see the most benefit, check the Steam group chat for demo footage of those.
You can now choose between whether to use my calculation for absolute shield values or the game's internal calculation. Note that because the internal calculation uses a ceiling function, the value displayed when using the internal math will always be an integer.
The respawn darkener has been made into a toggle, so you can turn it off if you like.
Extra Warnings has one new option, in the form of the shield timer warning, which shows you the amount of time remaining on any form of shield you currently have active.
Spawned from an argument I got into in the BallisticNG Discord, a new "Cannon Firerate Override" feature has been added, which allows you to choose between Light(fast), Medium, and Heavy(slow) cannons regardless of what ship you are using (or stick to the default firerate for that ship with no loss/gain in damage output), at the cost of losing damage output (with ALL weapons) if the firerate you choose is faster than your selected ship's default firerate. This also means that if you so desire, you can choose to lower your ship's cannon firerate in exchange for more damage output.
The recharge sum has been updated to work better with weapon absorbs, and the Pseudohugger camera mode for 2280 has been improved on Annapurna, Aquilaris Classic, and Bumpy's Breakers.
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>>2543120
Last but not least, a number of 'invisible' bugs have been fixed, resulting in significant (but not necessarily noticeable) gains in performance.
The memory allocation rate and total memory footprint of VanillaPlus are now comparable to the internal HUD, as far as I can tell.
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Updated Floorhugger 2280 (now renamed to Clientside Floorhugger) with a fix for the bug preventing the Modern Grounder Force Override from working for non-host players in multiplayer.
Get it here: https://github.com/PartialLight/BallisticNG-Clientside-Floorhugger/rel eases/tag/Release_1.0.3
Updated No Anti-Skip Ever with a fix for the bug preventing self-destruct from triggering for non-host players in multiplayer. Also replaced the setting for the self-destruct "height limit" with a timer you can set for how long you want to hold down the button in order to trigger the self-destruct (set it to zero seconds for instant self-destruct on button press)
Get it here: https://github.com/PartialLight/BallisticNG-Werner-Code-Mods/releases/ tag/Release_1.0.3
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>>2529052
lobby is up bros
92.22.239.204
REMINDER: update your code mods if you use them, or if you don't use them but have them enabled, links are in the pastebin
RETVRN OF THE MINES has won the gimmick poll
to somewhat counteract the rather large "win more" pickup mines are for first place/pack leaders, we will also be disabling shield :^) better hope autopilot doesn't fuck you when you use it to dodge a hunter