GRIP: Combat Racing - Chris@CE
NEW Vintek Juggernaut, more stable vehicle physics, 21:9 support, new song, exploding barrels, updated Skytrack and more!

NOTE: The Raptor hit effects when shooting an opponent seem to be messed up, in that they spawn far away from the targeted car, and are too big. We're unsure why this happened, but are looking into it

Video: http://www.cagedelement.com/grip/video/1.1.8.Patch.mp4

List of some known issues with this the current version of the game:
  • Vehicle physics can still be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go.
  • Islands Track: This map is still very early WIP and hasn't changed this update, but will for the next one
  • The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
  • The race position on the HUD can be buggy and show the wrong number, or indicate that a car is in front of you, when they are not
  • The machine gun hit effects can sometimes be too big and bright in this version. This will be fixed for next update
  • Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
  • Sometimes resetting the car on any map can transport you to another area of the map, changing your race placement. This is being looked into
  • Missiles like to crash into the ground sometimes upon deployment. Sometimes the assassin missile crashes unexpectedly
  • Race position may be messed up, or say AI are in front of a player when they are not. This happens rarely

List of changes/additions in this patch:

  • The new Vintek Juggernaut! A tank class vehicle, and our first assymetrical car.
  • Better vehicle stabilty and collision. Improved suspension model. Players should experience less catching on geometry or general unwanted bouncing
  • New race camera functionality that helps with guiding players down the track after a crash
  • A new ingame tune from Imperium called "Cerbera"
  • Explosive barrels added to tracks! Shooting one causes a chain reaction. It's fun :)
  • 21:9 and 4:3 resolution support
  • Added drop shadow to all cars. They now look more grounded and realistic
  • Garage view and car angle improved
  • New menu sounds
  • Weather option now in the event setup menu. FIC Outpost is currently the only track with different weather
  • Improvements to vehicle resetting code
  • HUD: Ground direction indicator now around speedometer
  • Fixed physics objects on Jobsite jumping awake and snowmen spontaneously exploding in Festive

Racetracks:
Skytrack
  • Improved first jump into wallride
  • Added additional platforms to avoid falling into the abyss
  • Tweaked various track pieces to be more traversable
  • Added some obstacles
  • Improved overall visual quality (still WIP)
Alhatra
  • Changed shortcut tunnel exit to be a wallride jump into another wallride

If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting):
http://www.cagedelement.com/forum

Or you can visit the Steam Page

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!
GRIP: Combat Racing - Chris@CE
NEW Vintek Juggernaut, more stable vehicle physics, 21:9 support, new song, exploding barrels, updated Skytrack and more!

NOTE: The Raptor hit effects when shooting an opponent seem to be messed up, in that they spawn far away from the targeted car, and are too big. We're unsure why this happened, but are looking into it

Video: http://www.cagedelement.com/grip/video/1.1.8.Patch.mp4

List of some known issues with this the current version of the game:
  • Vehicle physics can still be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go.
  • Islands Track: This map is still very early WIP and hasn't changed this update, but will for the next one
  • The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
  • The race position on the HUD can be buggy and show the wrong number, or indicate that a car is in front of you, when they are not
  • The machine gun hit effects can sometimes be too big and bright in this version. This will be fixed for next update
  • Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
  • Sometimes resetting the car on any map can transport you to another area of the map, changing your race placement. This is being looked into
  • Missiles like to crash into the ground sometimes upon deployment. Sometimes the assassin missile crashes unexpectedly
  • Race position may be messed up, or say AI are in front of a player when they are not. This happens rarely

List of changes/additions in this patch:

  • The new Vintek Juggernaut! A tank class vehicle, and our first assymetrical car.
  • Better vehicle stabilty and collision. Improved suspension model. Players should experience less catching on geometry or general unwanted bouncing
  • New race camera functionality that helps with guiding players down the track after a crash
  • A new ingame tune from Imperium called "Cerbera"
  • Explosive barrels added to tracks! Shooting one causes a chain reaction. It's fun :)
  • 21:9 and 4:3 resolution support
  • Added drop shadow to all cars. They now look more grounded and realistic
  • Garage view and car angle improved
  • New menu sounds
  • Weather option now in the event setup menu. FIC Outpost is currently the only track with different weather
  • Improvements to vehicle resetting code
  • HUD: Ground direction indicator now around speedometer
  • Fixed physics objects on Jobsite jumping awake and snowmen spontaneously exploding in Festive

Racetracks:
Skytrack
  • Improved first jump into wallride
  • Added additional platforms to avoid falling into the abyss
  • Tweaked various track pieces to be more traversable
  • Added some obstacles
  • Improved overall visual quality (still WIP)
Alhatra
  • Changed shortcut tunnel exit to be a wallride jump into another wallride

If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting):
http://www.cagedelement.com/forum

Or you can visit the Steam Page

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!
GRIP: Combat Racing - Chris@CE
In anticipation of GRIP's multiplayer component, we've created a Discord channel for those who want to group up and battle, chat about general grip stuff, give feedback or just babble in the off topic section.

-Head to the Discord channel now!-

We've already got quite a few people on it, and there should be plenty more joining once we're closer to releasing multiplayer, and I promote it on our social media. Discord will be a great way for players to find each other and get some fun games going. :)

Everyone who joins gets a "Racer" tag. If you don't have one for over a day, just let us know if the #assigning-roles chat.

NOTE: We will be updating the private branch to the latest version with multiplayer, once we've ironed out some pretty significant bugs that still exist. Hang tight!
GRIP: Combat Racing - Chris@CE
In anticipation of GRIP's multiplayer component, we've created a Discord channel for those who want to group up and battle, chat about general grip stuff, give feedback or just babble in the off topic section.

-Head to the Discord channel now!-

We've already got quite a few people on it, and there should be plenty more joining once we're closer to releasing multiplayer, and I promote it on our social media. Discord will be a great way for players to find each other and get some fun games going. :)

Everyone who joins gets a "Racer" tag. If you don't have one for over a day, just let us know if the #assigning-roles chat.

NOTE: We will be updating the private branch to the latest version with multiplayer, once we've ironed out some pretty significant bugs that still exist. Hang tight!
GRIP: Combat Racing - Chris@CE
https://www.youtube.com/watch?v=__7xFLQt3fo

Happy 2017 everyone!

This trailer has been a work in progress for a while. I've decided to drop it on the first day of the new year to start this one with a bang :D

Hope you like it!
GRIP: Combat Racing - Chris@CE
https://www.youtube.com/watch?v=__7xFLQt3fo

Happy 2017 everyone!

This trailer has been a work in progress for a while. I've decided to drop it on the first day of the new year to start this one with a bang :D

Hope you like it!
GRIP: Combat Racing - Chris@CE
Just a small update with some improvements and additions:
  • Car reset code is improved, with very few issues occurring on SkyTrack now
  • Snowstorm added to FIC Outpost. Let us know what you think! (it looks a little odd when the car is stopped, so keep moving ;)
  • Sharpening filter added to the graphics options (off/low/med/high). We find this helps make the game more gritty looking. I personally set it to medium, with FXAA enabled.
  • Large blocking mesh removed from Islands tunnel (was a mistake in the first place)
  • EMP power-up now used less by AI

Snowstorm video:
https://www.facebook.com/gripvideogame/videos/1527831783899861/
or
https://twitter.com/gripvideogame/status/814133040154812416

NOTE: The download size of the update has to do with the way UE4 packages things, which is why it's so large.
GRIP: Combat Racing - Chris@CE
Just a small update with some improvements and additions:
  • Car reset code is improved, with very few issues occurring on SkyTrack now
  • Snowstorm added to FIC Outpost. Let us know what you think! (it looks a little odd when the car is stopped, so keep moving ;)
  • Sharpening filter added to the graphics options (off/low/med/high). We find this helps make the game more gritty looking. I personally set it to medium, with FXAA enabled.
  • Large blocking mesh removed from Islands tunnel (was a mistake in the first place)
  • EMP power-up now used less by AI

Snowstorm video:
https://www.facebook.com/gripvideogame/videos/1527831783899861/
or
https://twitter.com/gripvideogame/status/814133040154812416

NOTE: The download size of the update has to do with the way UE4 packages things, which is why it's so large.
GRIP: Combat Racing - Chris@CE
Much improved vehicle physics, two new racetracks, a new song from Full Kontakt, performance optimizations and more... this is a good one.

Some videos of the Sky Track:
http://webm.land/media/GwYH.webm
http://webm.land/media/caDH.webm

Liddo5 - Islands
http://i.imgur.com/9kEpDZc.jpg


List of some known issues with this patch (v.1.1.6):

  • Alt-tabbing while the game is on the loading screen can freeze the game
  • SkyTrack: Resetting on this map isn't fully supported as the code isn't ready yet. We wanted you guys to play the track though, so we decided to put it in this patch.
  • Islands Track: This map is very WIP and still needs a lot of work. We're releasing it in this patch so we can gather valuable feedback from the community regarding (gameplay only)
  • The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
  • Vehicle physics can be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. The Vintek Warlander is the most unstable car, physics-wise.
  • Pickups balancing still needs work, especially the EMP
  • Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
  • Sometimes resetting the car on any map can transport you to another area of the map, changing your race placement
  • Missiles like to crash into the ground sometimes upon deployment

List of changes/additions in this patch:

  • Considerably better car physics! Rob has been busy fixing an unwanted oscillation issue as well as much improving the suspension model for all the cars. The result is more predictable driving and less frustration
  • TWO new racetracks! Orbital Prime SkyTrack (by Chris) and Liddo5 Islands (by Jeffrey). Both tracks are WIP
  • A new ingame tune from Full Kontakt
  • Optimizations to performance. The game should now run better overall, for all types of PC setups. The vehicle explosion now has 15% of it's previous performance impact.
  • Speedpad colour has been changed to green
  • Endurance Carkour map now fixed
  • Fixed collision issue on thin ramp asset, and added red X skin to specific instances
  • Decreased size of HUD's mine indicator
  • HUD speedometer now flashes red when player is targeted by a missile

Racetracks:
FIC Outpost
  • Added snowmen and lights to the starting gate :)
  • Added wallride to upper route in valley area
  • Removed 2nd big jump, improved 1st big one
  • Tilted forcefield barriers so players are less likely to ride them
  • Gave rocks proper collision, removed unnecessary meshes
Alhatra
  • Huge amount of optimizations in terms of lighting and mesh LODing
  • Smoothed terrain in areas
Transport
  • Improved some areas visually. Added animation to some structures as a test
  • Still need to rework the tunnel changes in last version to increase difficult and interest
Yuri Industrial
  • Reworked left route on the main hill to be quicker and more useful
  • Added more signage

If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting):
http://www.cagedelement.com/forum

Or you can visit the Steam Page

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!
GRIP: Combat Racing - Chris@CE
Much improved vehicle physics, two new racetracks, a new song from Full Kontakt, performance optimizations and more... this is a good one.

Some videos of the Sky Track:
http://webm.land/media/GwYH.webm
http://webm.land/media/caDH.webm

Liddo5 - Islands
http://i.imgur.com/9kEpDZc.jpg


List of some known issues with this patch (v.1.1.6):

  • Alt-tabbing while the game is on the loading screen can freeze the game
  • SkyTrack: Resetting on this map isn't fully supported as the code isn't ready yet. We wanted you guys to play the track though, so we decided to put it in this patch.
  • Islands Track: This map is very WIP and still needs a lot of work. We're releasing it in this patch so we can gather valuable feedback from the community regarding (gameplay only)
  • The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
  • Vehicle physics can be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. The Vintek Warlander is the most unstable car, physics-wise.
  • Pickups balancing still needs work, especially the EMP
  • Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
  • Sometimes resetting the car on any map can transport you to another area of the map, changing your race placement
  • Missiles like to crash into the ground sometimes upon deployment

List of changes/additions in this patch:

  • Considerably better car physics! Rob has been busy fixing an unwanted oscillation issue as well as much improving the suspension model for all the cars. The result is more predictable driving and less frustration
  • TWO new racetracks! Orbital Prime SkyTrack (by Chris) and Liddo5 Islands (by Jeffrey). Both tracks are WIP
  • A new ingame tune from Full Kontakt
  • Optimizations to performance. The game should now run better overall, for all types of PC setups. The vehicle explosion now has 15% of it's previous performance impact.
  • Speedpad colour has been changed to green
  • Endurance Carkour map now fixed
  • Fixed collision issue on thin ramp asset, and added red X skin to specific instances
  • Decreased size of HUD's mine indicator
  • HUD speedometer now flashes red when player is targeted by a missile

Racetracks:
FIC Outpost
  • Added snowmen and lights to the starting gate :)
  • Added wallride to upper route in valley area
  • Removed 2nd big jump, improved 1st big one
  • Tilted forcefield barriers so players are less likely to ride them
  • Gave rocks proper collision, removed unnecessary meshes
Alhatra
  • Huge amount of optimizations in terms of lighting and mesh LODing
  • Smoothed terrain in areas
Transport
  • Improved some areas visually. Added animation to some structures as a test
  • Still need to rework the tunnel changes in last version to increase difficult and interest
Yuri Industrial
  • Reworked left route on the main hill to be quicker and more useful
  • Added more signage

If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting):
http://www.cagedelement.com/forum

Or you can visit the Steam Page

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!
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