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Freerider Recharged feedback

A topic by andk created Apr 27, 2016 Views: 642 Replies: 2
Viewing posts 1 to 3

Graphics are great as with Freerider, at this point, I would suggest to an investor or a few, a team of good programmers and take over the market from "RealFlight" , which is only capable of spewing out ugly windows-only graphics and mediocre physics simulation.

Then I see your flight controller calibration, NOT improved since previous version, and wonder who made that thing.

Each calibration , when instructions are followed, can end up with inverted pitch/roll, leading to another stupid calibration procedure, which may, or may not as well do the same.

For crying out loud, when the first screen asks user to roll left, then pitch down, - how do it manage to screw up that data so bad, that the circles on next screen go in wrong direction ? - and over, and over need manual correction of travel and center ?

you need only one screen of calibration:

1: ask user to center sticks , then press ok

2: ask user to mimic full throttle, low throttle , yaw right then left , and so on for roll and pitch. (visualize as axis are detected) - no need to add click between all, just look for data.

3: by now you have all the data needed, full travel, center, and channel assignment.

and *SAVE* the calibration data.

I've never had an issue with stick calibration in the new version. It says push your stick left, and even when it seems to recognize it as being "reversed", when I actually go to adjust scale and trim, everything is correct, and it is also correct in game.

i have NEVER had this problem?? i have set up the sim on multiple computers multiple times. probably just you bro :/