Re: UnWheel
Posted: Tue 19 Nov , 2013 7:29 pm
I might of read it wrong then. But either way. Im against manual.iRobot wrote:I didn't think manual would be mandatory. Never got that impression anyway.
I might of read it wrong then. But either way. Im against manual.iRobot wrote:I didn't think manual would be mandatory. Never got that impression anyway.
I didn't have that much problems getting used to manual with it on mouse. Cluctch is what needs legs to work well.darkelf wrote:With that being said. I'm kinda worried about making manual a forced thing. When it comes to racing games or any game that has cars I will always play auto. I drive a manual car in real life as a daily driver. Its one thing to drive in real life but to try and do it in a game it just never works the way it should. The only way it would work somewhat right is to use a full on race seat with a proper racing joystick set. (which shamefully I have).
Code: Select all
122872 Log: Unreal Call Stack: UScriptedTexture::Get <- FOpenGLRenderInterface::SetShaderMaterial <- FOpenGLRenderInterface::SetMaterial <- USkeletalMeshInstance::Render <- FDynamicActor::Render <- RenderLevel <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UGameEngine::Draw <- USDLViewport::Repaint <- USDLClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop
122873 Exit: Exiting.
I will give it a try. I'll do my best to put my bias opinion to the side.Izumo_CZ wrote: I didn't have that much problems getting used to manual with it on mouse. Cluctch is what needs legs to work well.
Off by one errorAzarael wrote:I used Rand(VehicleSkins.Length) for the SkinIndex of forced vehicle skins but it appears that 1-VehicleSkins.Length is expected and not 0-VehicleSkins.Length-1.