I know that there are currently some issues with ground physics, the Ursa bumping around or bouncing and stuff like this. Any joy for this? Any hope?
TL;DRThe ground vehicle bouncing is a network and physics update problem that doesn't occur in the editor and is being looked at; reworking the separate ground vehicle code is a priority question.
It's somewhere between network and physics, because there's a weird update problem, and you can see it if you have a load of vehicles next to each other, that they all sort of bounce on their suspension at the same time. That's being looked at, and it doesn't happen in the editor. So again, the experience we have when we're developing these vehicles doesn't translate one-to-one with how it is in the live product, frustratingly. People have seen, or hopefully have seen, the fix for that for AI combat in the recent patches, where they've gone from being unresponsive at times to probably a bit too responsive now. It's the same with ground vehicles. There's still more we want to do with them. Compared to spaceships, they don't have a huge amount of customization. We want to eventually go upgrading engines, gearboxes, wheels, swapping your wheels out for different ones, so they have a similar sort of upgrade path. But again, it comes down to gameplay engineers: do we want to refactor that ground vehicle code? Because it is a completely separate code path. It's still based on a lot of the original CryEngine arcade vehicle code. Even though the wheel and tire handling is all new from us, the underlying system is still sort of separate to vehicles. I've talked with Chris a lot about just unifying them into just a vehicle system, but that requires someone to go: rather than this line in the XML that deals with engine parameters, it's an item now that goes on and drives those wheels. So again, priorities. We want to do it. It's just engineering directors: are you going to spend your time on this feature for 10, 15 ground vehicles versus whatever else?