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Yes Fom the Creators Of Cyclomaniacs
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Gave up on this when I realized I had almost no control over my car when on air. It just went rolling to whatever direction it wanted. And it only got worse when I tried nitrous on air...
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I've always been a fan of TurboNuke, but something really needs to be done about the differences between player and opponent physics. It never fails that my vehicle will launch off a nearly vertical ramp going almost straight up in the air, while the opponent vehicles will launch off moving forward at a ridiculous speed. After 12 attempts on race #7 I gave up, as I'd lead the pack throughout the entire race until the last jump at the end, where multiple cars would shoot past me while I was in the air.
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This type game is great, just like that with cycles... But i image playing this in multiplayer could be way more fun...
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The really BEST part is when every single car flips over backwards because it's impossible to balance the car properly when accelerating.
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i got a tip,maybe it would be avoiding from sliding,harder to go on a rough road or being slow. make both ride height to 40. and then make both wheel size 53. finally,make both spring stiffness to 45. hope it helps.
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If your car is tilting up when you're on the ground, or down while you're in the sky, there's a good chance you'll tip if you use nitro.
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@come2thefountain The reason (or my best guess) smaller wheels would go faster is because it's a game. irl smaller wheels would hug the ground more and give you better control in flat track racing, but since the game is about vertical control and not horizontal steering, small tires are fast, big tires can take a bump better.
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Would be nice if it actually was a race and not a time trial... Since all the opponents always race exactly the same way :/
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How did the designer reason that smaller wheels would equal a higher speed? Smaller wheels in effect, a car with 16inch wheels with the same gear ratios and engine, essentially all variables are the same, may need to have an RPM at 2 to achieve a speed of 55, whereas the same exact car with 18inch wheels may need to have it's RPM at 1.5 to achieve a speed of 55 because the larger wheel needs to go around a less amount of times to achieve the feet per second of 55mph, thus the engine needs to rev at a lower RPM.
The wheels are made of heavy stuff. The cars need more power to push heavier objects. (plus it's a game - there needs to be a disadvantage to using large wheels)
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I can never get anything by this developer to work. It would be helpful if kongregate had a "plugin required" list on each game so we could know what to install.
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Good (but not brilliant) game, and I am disappointed that the High scores don't genuinely reflect performance, just the ability/patience to grind levels over and over again to add to your points total.
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TurboNuke are yet to make a bad game. Except the Basketball one, but I do love these type of games, I just can't turn them away. Regardless of this being the same engine that Cyclomaniacs works on, it's still good. It would have been nice to have something a little more defining, like quirkier level design, and something a little different other than "break the boxes every third level". But it's still awesome.
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For TOKYO Bonus loop: Use a fast car, minimize wheel size and height (you need max speed and acc.). Destroy crates, then go with max speed and nitro into the loop. When the first half loop ends press "right" and nitro to land on your wheels in the second loop. Then go full speed backwards and you get through the second loop. And then go slowly(!) down the hill.
On the other maps I have to agree with Alexgone: Bigger front wheels work good, cause when you bump into a the front side of a hill after you lose ground, you won't flip that much. I use most times:
Back: Height 70, Wheel 60, Stiff 100
Front: Height 100, Wheel 100, Stiff 100
Nuff said.