David Colson · Gameplay Programmer, Product Owner of the Vehicle Feature TeamYeah. We're looking into ways of doing this. Particularly in atmosphere, it's a lot easier. But part of the issue is that our terrains are quite rough. And so we're carefully caught in this balance of: we want these low-riding, exciting ground speeds, but the planets are filled with all sorts of stuff. And so we have to kind of go, OK, well, we could increase the height that they hover and then you can go faster. But it's this weird balance where we're trying to push them as high as we can without it being annoying that you're just constantly hitting stuff. It used to be a lot higher when we first did it with IFCS 2. And then it was just really annoying, so we had to lower it. But we're trying. We want it to be faster, and we're trying to make it faster.
Jared Huckaby · Host, CommunityHave you ever considered just increasing the speed and then going to the environment team and being like, that's the slowest we can make them, guys, you need to clear some of these rocks out?
Richard Tyrer · Product Owner of the Vehicle Experience TeamI've tried it.
John Crewe · Vehicle DirectorYeah, we have tried that. It's one of those weird things as well. You get it in the real world. If you're driving in a low-down car versus an SUV... We could make you be higher, but you have to go so much faster to get the same sense of speed as just skimming along the ground. We have the same problem in-game. So where we are is sort of comfortable-ish.
David Colson · Gameplay Programmer, Product Owner of the Vehicle Feature TeamWe could probably go a little bit faster and just let you have a little bit more responsibility about not hitting stuff. And then we'll see all the threads about why we hit stuff.