Author Topic: 1.15 Stunting Changes  (Read 9693 times)

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Offline VaNilla

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1.15 Stunting Changes
« on: July 01, 2014, 06:27:55 AM »
Will update this thread as I research the new changes. Haven't loaded up the game yet, but the new monster truck seems very promising, and I'm going to have to check if the collisions for the Ferris Wheel and Rollercoaster have changed given that you can now ride them. In the meantime, here's the update notes and the changelog.

http://www.rockstargames.com/newswire/article/52270/The-GTA-Online-Independence-Day-Special-Available-Starting
https://support.rockstargames.com/hc/en-us/articles/203519067

Stunting Related Changes

  • MOST IMPORTANT CHANGE: Motorbike handling and gliding has been significantly changed (for the worse). BMX Gliding has also took a major hit, but otherwise the handling remains unchanged. See below for comments, and check out the "Gliding Related Changes" section.
  • Cars handle the same as 1.14. Spoilers still add traction. Cars are safe!
  • The Liberator (new monster truck) is pretty useless when it comes to racing. Despite having incredible acceleration (maxed out stats), and better braking/traction than the Dubsta, the top speed is very low. As a result, the Dubsta manages to beat it within 2-3 seconds of driving. On long runups, it blows The Liberator away. The Liberator also can't be modified at Los Santos Customs. Do not buy The Liberator for racing. As for stunting, it's not very useful either, as it doesn't receive any benefits from the slow motion ability. However, it has the biggest wheels in the game, and as such, it is nice for bumping low/medium sized ledges, and bumping traffic. Best used online, since the slow motion ability doesn't do anything for this vehicle, except make the acceleration to its low top speed even faster.
  • Extra tip about The Liberator. By reversing into a wall at full speed, you can reverse very slightly up the wall, and balance on the front of the monster truck. If you lean back while doing this, you can reverse over some very small walls. UPDATE: Found an example of this being used on reddit (click HERE to see more).
  • The Sovereign is a good bike, but it's not particularly useful for stunting. It has the same top speed as the Daemon, but otherwise it's better in every way. However, the Thrust is statistically better than the Sovereign in just about every respect. Much higher top speed, very slightly lower acceleration, much better braking and traction. So there's not much reason to use it for racing or stunting, aside from the looks.
  • The Rollercoaster and Ferris Wheel collisions are exactly the same as before (when nobody is riding them). Even when somebody is riding the Ferris Wheel in GTA Online, the outside of the Ferris Wheel remains solid.
  • By shooting fireworks at a Panto with the Fireworks Launcher, you can make it do a wheelie (see THIS at 4:00).
  • You can now make custom P-996 Lazer races.

Gliding Related Changes

Motorbikes:

  • Motorbike Gliding is approximately 50% as effective as it was in 1.00/1.14 (VIDEO COMPARISON). You can get about 50% as much height from a bump, and 50% as much distance. You can still change direction while in the air, but once again, it's about 50% effective. This is also much more difficult than before because the motorbike handling is much more stiff in 1.15. This is not the same as 1.11, where it was completely removed. Each bump above was the best try I could get within six tries without bailing.
  • Motorbike Speed Methods are exactly the same as before, with the exception of the wheelie method (VIDEO COMPARISON). The top speed of the wheelie method is exactly the same, but it takes about 2 seconds longer to accelerate up top gear in GTA V 1.15. This proves that the Bati's wheelie acceleration is slower than it was before. I tested that the top speed is exactly the same by comparing two portions of the runway while the bike was at top speed. The Bati took exactly the same amount of time to get from point A to B at top speed with the wheelie method in both 1.00/1.14 and 1.15. This is not the same as 1.11, where it was completely removed. The same applies to driving downhill, uphill, and every single motorbike in the game.
  • Motorbike Wheelie Height/Angle has changed across all motorbikes. All motorbikes can now wheelie slightly higher than they could before. The Faggio has also seen a slight increase in wheelie maneuverability, but because the Faggio could always wheelie all the way up, it's hard to notice any differences. However, there is one group of exceptions, and that is the chopper bikes. The wheelie height of the Thrust (and all the other chopper bikes) has been slightly reduced. This has also affected the Motorbike Wheelie Method, because despite the wheelie height only being slightly different, the Thrust's wheelie speed pales in comparison to what you could gain before. This applies to all of the chopper bikes, but with regards to speed, the Thrust has seen the most significant negative changes.
  • Motorbike Steering Weight/Heaviness/Traction has significantly changed. Motorbikes now steer much more heavily before. It's very hard to demonstrate this in a video format, since it's more about feel than anything else, but I did manage to do two tests to prove it (VIDEO COMPARISON). In 1.15, you have the same turning circle at low speeds as you did in 1.14, but it takes much more time to complete a full turning circle. Essentially, steering is much heavier than it was before. At high speeds, it's actually much more difficult to complete a full turning circle than it was in 1.00/1.14. I tested this by taking the same high speed runup on the airport runway (in both versions of the game), and then holding my analogue stick all the way to the right for two rotations. Oddly, much like the wheelie height, all of the chopper bikes have remained undisputed by GTA V 1.15. They have exactly the same steering weight/heaviness/traction that they did in 1.00/1.14. Interesting.
  • Motorbike Bumping is exactly the same (aside from gliding).
  • Motorbike Bailing is exactly the same. However, it is much harder to prevent bailing because of the changes to gliding, in that it's now harder to straighten out your angle with the ground. You will also still bail when you hit a surface with your bike upside down.
  • Motorbike Ditching/Jump Off Method still works 100%.
  • Motorbike GTA Online Boost Pickups work exactly the same as they did before, with every single type of stunting method. You can still activate boosts with both wheels on the ground. Boosts still make no difference while you're doing a wheelie or a stoppie. Boosts still make no difference when you hit a bump, or when you're gliding in the air. Boosts still work in the exact same way with regards to wallrides. Boosts still have the same effect on grinds (none, unless you twist your bike to touch the rail with your front/back wheels).
  • Motorbike 180 Spin Method has significantly changed (it's about 50% as effective as it was before). You can still do it, but you will normally get stuck at around the 90 degree spin mark, instead of turning all the way around.
  • Motorbike Slow Motion Ability is exactly the same. You can still gain the same amount of velocity from hitting a bump with the front wheel of your bike as you did in 1.00/1.14 (the same applies to wallrides). You still gain more traction while using the slow motion ability. You can still do a higher wheelie and longer stoppie with the slow motion ability. You can still prevent bailing with the slow motion ability. Everything relating to the use of the slow motion ability is exactly the same.
  • Motorbike Grinding is almost exactly the same as 1.00/1.14. However, the bike feels heavier and harder to control while grinding in GTA V 1.15 (just like steering).
  • Motorbike Wallriding is approximately 50% as effective as it was before. Grip while wallriding is about 50% of what it was in 1.00/1.14. This goes for both horizontal wallrides, and vertical wallrides. Like with steering, it's very hard to demonstrate this in a video format, and with regards to testing, there's nothing I can do to prove to you that this is correct. On the other hand, I'm telling you this as someone who is very knowledgeable about the game, and I've uploaded my own comparison footage to show you some of the differences. That way, you can see for yourself (VIDEO COMPARISON). However, there is one other significant change to Motorbike Wallriding. At the beginning of a vertical wallride, you invariably gain a speed boost over the course of a two second period. This is the case both at the point of contact (like bumping into a vertical wallride), and during a wallride (like wallriding sideways/horizontally on a wall, and then turning up into a vertical wallride). Hypothetically, just imagine that you had a building that was lengthy to the power of infinity. If you began wallriding it horizontally at a low speed, you could actually do a wallride forever by switching between horizontal and vertical positions. The reason why you would have to switch positions is that the speed boost from pointing straight up while wallriding only lasts for about two seconds. Afterwards, you begin to lose velocity. This a major change for GTA V 1.15.
  • Motorbike Stoppies are exactly the same.

Cycles:

  • BMX Gliding is approximately 50% as effective as it was in 1.00/1.14 (VIDEO COMPARISON). As a result of this, you can no longer glide for an infinite amount of time on the BMX. This is not the same as 1.11, where it was completely removed.
  • BMX Speed While Pedalling is exactly the same.
  • BMX Speed While Wheelying is exactly the same.
  • BMX Speed While Dipping is exactly the same.
  • BMX Steering Weight/Heaviness/Traction is exactly the same (VIDEO COMPARISON).
  • BMX Bumping is exactly the same (aside from gliding).
  • BMX Speed Method (jumping into the ground while leaning forwards) works 100%.
  • BMX Wallriding is exactly the same.
  • BMX Wallclimb Glitch by Dada9x9 works 100%.
  • BMX Grinding is exactly the same (including nose/ass grinds).
  • BMX Infinite Stoppie works 100%.
  • BMX Stoppie Speed Method works 100%.
  • BMX Wheelies are exactly the same, including wheelie height/angle.
  • The Scorcher and the Race Bikes are exactly the same (aside from gliding).

Cars:

  • Unchanged.

Boats:

  • Unchanged.

Helicopters and Planes:

  • Unchanged (including HOVERING, which was previously affected by the removal of gliding in 1.11).

GTA Online:

  • All of the above applies in the same way to GTA Online.

Summary

This update is a major blow to GTAStunting. Nothing will come close to being as toxic as GTA V 1.11 was (with the complete removal of gliding), but taking gliding and making it 50% as effective as it was in the past? Come on, that's completely nonsensical. On the bright side, not much else has changed.

The new DLC vehicles are very good, but they're not life changing when it comes to stunting. The changes to the Ferris Wheel and the Rollercoaster have kept the collisions exactly the same. Cars are the same, Boats are the same, Helicopters/Planes are the same... everything aside from the Motorbikes and BMX's has either been left unblemished or been significantly improved. Taking stunting aside, they did an awesome job with GTA V 1.15.

Regardless, this is absolutely fatal for GTA V stunting. Just take a look at these.

GTA V 1.15 Gliding Tests - Motorbike Gliding.
GTA V 1.15 Gliding Tests - BMX Gliding.

Motorbikes have been changed the most. Most of the really big airs that have been landed in this game are now completely impossible. Not only that, but the new steering feels extremely slow and unresponsive. Wallriding with motorbikes has completely changed for the worse. BMX's have been significantly taken back by the changes to gliding, but otherwise they're exactly the same.

Where does this leave us? Honestly, I think all of this was a mistake. If Rockstar were trying to get rid of gliding, or change bike physics, they would have done things differently. You can still glide, and you can still stunt. The problem is that it's nowhere NEAR as good as before. In my opinion, this might have something to do with the Thrust or the Sovereign. Honestly, every motorbike feels like it's had its mass increased by 50%, in regards to both steering and gliding.

Perhaps they were trying to minimize the Thrust's wheelie value, given that it could go significantly faster while doing so in previous versions of the game. If that's what they were trying to do, Rockstar made a huge mistake. Many stunts have been landed with the use of the Thrust. Purposely changing how it handles completely ruins the effort that people have been putting into using this vehicle. However, I think it was probably something less sinister than that.

What if some of the values from the new Sovereign were accidentally copied across every motorbike in the game? That would go some ways to explaining the fact that the new heavy steering applies to every single motorbike, EXCEPT for any of the chopper bikes (like the Hexer, Daemon, and Thrust). It would also help to explain the changes to wheelie height for every single motorbike. Maybe it's an issue of sorts with a multiplier in the handling files? I don't know, this is merely speculation, but there's got to be a reasonable explanation. This does not seem like a fix they made on purpose.

Overall, the question of "why" is irrelevant. The message we need to send to Rockstar is that long established vehicle handling/physics should not be changed. Changing these only serves to invalidate all the work that the stunting community has put into working with the game, and actually makes the game less fun for the community at large.

How will racers beat old record times now that the Motorbike handling is so much heavier than it was before? How will this affect the audience of people like Kwebellkop and Nomad Union, now that we will no longer be able to do stunts as capably as we could in the past?

Upon reverting the original changes to Gliding in 1.13, Rockstar had this to say (SOURCE).



Quote from: Rockstar Newswire
A recent update addressed an issue that we saw with the way motorcycles and bikes handled while in the air. As it turned out, many members of the GTA stunting community were disappointed to discover that this fix made pulling off certain popular bike tricks and stunts virtually impossible, so we're going to be restoring the original in-air motorcycle/bike physics in an upcoming Title Update. In general, we are open to keeping unintended ‘glitches’ in the game if players enjoy them and they aren’t causing any negative impact to gameplay or fairness in any way.


I believe that they should follow through with this hypothesis when GTA V 1.16 is released to the public. Hopefully they share this mindset and opinion, based on the facts that I've laid out over the last couple of days. Now, all we can do is hope. :)

Rockstar Support - https://support.rockstargames.com
Rockstar Mouthoff Email - [email protected]
GTA Online Feedback Email - [email protected]
« Last Edit: July 05, 2014, 02:48:07 PM by VaNilla »

Offline Simon

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Re: 1.15 Stunting Changes
« Reply #1 on: July 01, 2014, 07:05:50 AM »
According to youtube comments and Rainbow the gliding seems to be gone again, test for that as well  :ajaja:

Offline Xh0sa_NightMare

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Re: 1.15 Stunting Changes
« Reply #2 on: July 01, 2014, 07:08:49 AM »
:(

Offline KillaMarci

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Re: 1.15 Stunting Changes
« Reply #3 on: July 01, 2014, 07:23:09 AM »
Testing gliding and bumping physics, will report back in a bit.

Offline VaNilla

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Re: 1.15 Stunting Changes
« Reply #4 on: July 01, 2014, 07:26:36 AM »
They have fucked it up again.. :blink:. It's not the same as 1.11 though. Gliding still works to an extent, you can still grind the same, wallrides work more or less the same, but the steering is really heavy and it's not even close to the normal handling. Why they've done this, I don't know.

My gut instinct tells me that it's an accident, because it isn't a simple case of gliding being removed (it's not completely). However, I have a theory that they were trying to correct the wheelie speed of the Thrust, given how fast it could go while doing one. I'll research it at depth later today (there is so much more to test), but what I know right now is that they have really screwed it up.
« Last Edit: July 01, 2014, 07:30:20 AM by VaNilla »

Offline JaiK

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Re: 1.15 Stunting Changes
« Reply #5 on: July 01, 2014, 07:36:06 AM »
no they have not fucked it up this time. How ever, you cant glide for 2000 miles now compared to before I guess. I had some "issues" but I just see good in this update compared to when they did fuck it up cause now we get more challange in the stunting compared to before when we could glide all over the map. Not sure if this is even the case but when I stunted I had that feeling. You can still bump just as high anyway so :p

Offline KillaMarci

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Re: 1.15 Stunting Changes
« Reply #6 on: July 01, 2014, 07:39:36 AM »
It seems like they about halved the effectiveness of gliding. Since gliding was also a factor in making the bikes go faster while wheeling the bikes also go a bit slower than before. I just tried my distance bump a few times and could feel a noticeable difference in the runup speed. It also seems like the Bati is a lot easier to wheelie with now?



TL;DR: Rockstar went full retard again. I'm not sure why they keep trying to fix the physics by patching it. Physics should be a set of ground rules established when the game was developed and shouldn't ever need changing, especially in a game like GTA that is about racing and such. You probably won't be able to ever beat the records times in bike races now.

Offline VaNilla

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Re: 1.15 Stunting Changes
« Reply #7 on: July 01, 2014, 07:42:42 AM »
The message we really need to drill in is that they shouldn't be changing long established physics in the game. They add value to the game and everything that people have worked so hard to achieve has been based on what's come before. Messing with that formula does nothing but screw over the fan base. If they want to add faster or different types of vehicles, that's fine, but leave both new and old vehicles alone once they've been added in, unless they literally have a game breaking bug associated with them (which gliding is not).

UPDATE: Also some advice. Don't post anything on Reddit about this until I've fully researched this, and other people have chimed in with more details. There's no point spreading information that could turn out to be untrue, until the new changes have been fully determined. The same goes to being non-constructive, that will not help us change this back.
« Last Edit: July 01, 2014, 07:53:56 AM by VaNilla »

Offline Rainbow

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Re: 1.15 Stunting Changes
« Reply #8 on: July 01, 2014, 08:15:27 AM »

Offline ShuffleCrown

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Re: 1.15 Stunting Changes
« Reply #9 on: July 01, 2014, 08:23:12 AM »
Noticed it too. Was attempting my finisher and i couldn't even glide as much. I was doing my finisher with the bati and it seemed KM was right. It seemed easier to wheelie (pulling up was easier even at high speeds but the wheelie height I guess it's still the same, not as high as the ruffian) based on my experience the past hour. I have not done actual testing because I assumed everything was the same after the patch until I realized changes while actually doing my stunt. I dont think Rockstar will change this though, not as if gliding was removed.

Oh god, just as I was motivated to stunt after watching the latest NU montage and this happened. SMH.

Offline VaNilla

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Re: 1.15 Stunting Changes
« Reply #10 on: July 01, 2014, 08:24:14 AM »
Cars are exactly the same as 1.14. Handle the same, spolers still add traction. CARS ARE SAFE. :D

UPDATE 1: The Liberator (new monster truck) has new useful factors for stunting, but it pales in comparison to its contemporaries when it comes to traditional ramps and top speed. The Dubsta has a much higher top speed, and the monster truck has slightly better braking and traction. However, The Liberator does have a very high level of acceleration (the acceleration stat for this vehicle is maxed out), and it has the biggest wheels in the game, making it the best car in the game when it comes to bumping medium sized ledges, and bumping traffic/other large vehicles. It's also much smaller than the Dubsta or the SandKing XL, making it well suited to precision.

The big problem with The Liberator is the slow motion ability. Almost every car in the game can accelerate past its own top speed while using the slow motion ability, but much like the Voltic, The Liberator doesn't gain any speed benefits whatsoever. This makes it pretty useless for most varieties of car stunting.

As for racing, it's the same story. You can't mod The Liberator at LSC, but even at stock, the Dubsta beats out The Liberator in 2-3 second drag races. On full straight runups like the airport runway, the gap is even larger. The top speed of The Liberator really prevents it from being useful in any aspect of racing.

To summarize, The Liberator is useless for racing. For stunting, it's not very useful either, but it is the best car for ledge bumps, and bumping traffic. So it has a few benefits on its side.

UPDATE 2: Extra tip about The Liberator. By reversing into a wall at full speed, you can reverse very slightly up the wall, and balance on the front of the monster truck. If you lean back while doing this, you can reverse over some very small walls.

UPDATE 3: The Sovereign is a good bike, but not particularly useful for stunting. It has the same top speed as the Daemon, otherwise it's better in every way. However, the Thrust is statistically better than the Sovereign in almost every respect. Much higher top speed, very slightly lower acceleration, much better braking and traction. So there's not much reason to use it for racing or stunting, aside from the looks.

UPDATE 4: The rollercoaster/ferris wheel collisions are the same as before (when nobody is riding them). Can't test how the collision changes when they're in use without a second person.

UPDATE 5: By shooting fireworks at a Panto with the Fireworks Launcher, you can make it do a wheelie.

GTA 5 DLC Independence Day Fireworks Launcher, Wheelie Glitch in GTA V Online (GTA 5 Funny Moments)

Credits to DomIsLive and everyone else in the video (4:00).

UPDATE 6: You can now make custom P-996 Lazer races.

« Last Edit: July 01, 2014, 04:38:22 PM by VaNilla »

Offline VaNilla

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Re: 1.15 Stunting Changes
« Reply #11 on: July 01, 2014, 05:00:01 PM »
Gliding Related Changes

Motorbikes:

  • Motorbike Gliding is approximately 50% as effective as it was in 1.00/1.14 (VIDEO COMPARISON). You can get about 50% as much height from a bump, and 50% as much distance. You can still change direction while in the air, but once again, it's about 50% effective. This is also much more difficult than before because the motorbike handling is much more stiff in 1.15. This is not the same as 1.11, where it was completely removed. Each bump above was the best try I could get within six tries without bailing.
  • Motorbike Speed Methods are exactly the same as before, with the exception of the wheelie method (VIDEO COMPARISON). The top speed of the wheelie method is exactly the same, but it takes about 2 seconds longer to accelerate up top gear in GTA V 1.15. This proves that the Bati's wheelie acceleration is slower than it was before. I tested that the top speed is exactly the same by comparing two portions of the runway while the bike was at top speed. The Bati took exactly the same amount of time to get from point A to B at top speed with the wheelie method in both 1.00/1.14 and 1.15. This is not the same as 1.11, where it was completely removed. The same applies to driving downhill, uphill, and every single motorbike in the game.
  • Motorbike Wheelie Height/Angle has changed across all motorbikes. All motorbikes can now wheelie slightly higher than they could before. The Faggio has also seen a slight increase in wheelie maneuverability, but because the Faggio could always wheelie all the way up, it's hard to notice any differences. However, there is one group of exceptions, and that is the chopper bikes. The wheelie height of the Thrust (and all the other chopper bikes) has been slightly reduced. This has also affected the Motorbike Wheelie Method, because despite the wheelie height only being slightly different, the Thrust's wheelie speed pales in comparison to what you could gain before. This applies to all of the chopper bikes, but with regards to speed, the Thrust has seen the most significant negative changes.
  • Motorbike Steering Weight/Heaviness/Traction has significantly changed. Motorbikes now steer much more heavily before. It's very hard to demonstrate this in a video format, since it's more about feel than anything else, but I did manage to do two tests to prove it (VIDEO COMPARISON). In 1.15, you have the same turning circle at low speeds as you did in 1.14, but it takes much more time to complete a full turning circle. Essentially, steering is much heavier than it was before. At high speeds, it's actually much more difficult to complete a full turning circle than it was in 1.00/1.14. I tested this by taking the same high speed runup on the airport runway (in both versions of the game), and then holding my analogue stick all the way to the right for two rotations. Oddly, much like the wheelie height, all of the chopper bikes have remained undisputed by GTA V 1.15. They have exactly the same steering weight/heaviness/traction that they did in 1.00/1.14. Interesting.
  • Motorbike Bumping is exactly the same (aside from gliding).
  • Motorbike Bailing is exactly the same. However, it is much harder to prevent bailing because of the changes to gliding, in that it's now harder to straighten out your angle with the ground. You will also still bail when you hit a surface with your bike upside down.
  • Motorbike Ditching/Jump Off Method still works 100%.
  • Motorbike GTA Online Boost Pickups work exactly the same as they did before, with every single type of stunting method. You can still activate boosts with both wheels on the ground. Boosts still make no difference while you're doing a wheelie or a stoppie. Boosts still make no difference when you hit a bump, or when you're gliding in the air. Boosts still work in the exact same way with regards to wallrides. Boosts still have the same effect on grinds (none, unless you twist your bike to touch the rail with your front/back wheels).
  • Motorbike 180 Spin Method has significantly changed (it's about 50% as effective as it was before). You can still do it, but you will normally get stuck at around the 90 degree spin mark, instead of turning all the way around.
  • Motorbike Slow Motion Ability is exactly the same. You can still gain the same amount of velocity from hitting a bump with the front wheel of your bike as you did in 1.00/1.14 (the same applies to wallrides). You still gain more traction while using the slow motion ability. You can still do a higher wheelie and longer stoppie with the slow motion ability. You can still prevent bailing with the slow motion ability. Everything relating to the use of the slow motion ability is exactly the same.
  • Motorbike Grinding is almost exactly the same as 1.00/1.14. However, the bike feels heavier and harder to control while grinding in GTA V 1.15 (just like steering).
  • Motorbike Wallriding is approximately 50% as effective as it was before. Grip while wallriding is about 50% of what it was in 1.00/1.14. This goes for both horizontal wallrides, and vertical wallrides. Like with steering, it's very hard to demonstrate this in a video format, and with regards to testing, there's nothing I can do to prove to you that this is correct. On the other hand, I'm telling you this as someone who is very knowledgeable about the game, and I've uploaded my own comparison footage to show you some of the differences. That way, you can see for yourself (VIDEO COMPARISON). However, there is one other significant change to Motorbike Wallriding. At the beginning of a vertical wallride, you invariably gain a speed boost over the course of a two second period. This is the case both at the point of contact (like bumping into a vertical wallride), and during a wallride (like wallriding sideways/horizontally on a wall, and then turning up into a vertical wallride). Hypothetically, just imagine that you had a building that was lengthy to the power of infinity. If you began wallriding it horizontally at a low speed, you could actually do a wallride forever by switching between horizontal and vertical positions. The reason why you would have to switch positions is that the speed boost from pointing straight up while wallriding only lasts for about two seconds. Afterwards, you begin to lose velocity. This a major change for GTA V 1.15.
  • Motorbike Stoppies are exactly the same.

Cycles:

  • BMX Gliding is approximately 50% as effective as it was in 1.00/1.14 (VIDEO COMPARISON). As a result of this, you can no longer glide for an infinite amount of time on the BMX. This is not the same as 1.11, where it was completely removed.
  • BMX Speed While Pedalling is exactly the same.
  • BMX Speed While Wheelying is exactly the same.
  • BMX Speed While Dipping is exactly the same.
  • BMX Steering Weight/Heaviness/Traction is exactly the same (VIDEO COMPARISON).
  • BMX Bumping is exactly the same (aside from gliding).
  • BMX Speed Method (jumping into the ground while leaning forwards) works 100%.
  • BMX Wallriding is exactly the same.
  • BMX Wallclimb Glitch by Dada9x9 works 100%.
  • BMX Grinding is exactly the same (including nose/ass grinds).
  • BMX Infinite Stoppie works 100%.
  • BMX Stoppie Speed Method works 100%.
  • BMX Wheelies are exactly the same, including wheelie height/angle.
  • The Scorcher and the Race Bikes are exactly the same (aside from gliding).

Cars:

  • Unchanged.

Boats:

  • Unchanged.

Helicopters and Planes:

  • Unchanged (including HOVERING, which was previously affected by the removal of gliding in 1.11).

GTA Online:

  • All of the above applies in the same way to GTA Online.
« Last Edit: July 05, 2014, 02:48:28 PM by VaNilla »

Offline RedX

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Re: 1.15 Stunting Changes
« Reply #12 on: July 02, 2014, 04:33:18 AM »
KM first time I've ever seen a tldr that's longer than the previous text! :lol:

Good point concerning online bike race times, hadn't thought of that. It's fucked up how they change the physics of the game after release :S Not saying they haven't changed the game for the better (I wouldn't know), but it ruins a lot for the competitive aspect of racing/stunting

Props Vanilla for doing GTAS a service with all your info!! :D

Offline VaNilla

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Re: 1.15 Stunting Changes
« Reply #13 on: July 02, 2014, 07:07:43 PM »
Will now post all the research I've done tomorrow, instead of tonight. Finished researching the motorbikes but I want to get a little bit more comparison footage for everyone before posting it. The update is nowhere near as bad as 1.11, but it's still a massive blow to motorbike stunting in all forms. In addition to stunting, the handling of the motorbikes is actually quite bad for the GTA V community at large, because they're very stiff as a result of the 1.15 update.

Like I said, my in depth research will now come tomorrow evening, maybe sooner.

UPDATE: Recorded all of the footage I need, everything will go up this evening for sure. Also, some good news from Kwebellkop :).

Quote from: Kwebbelkop @ Twitter
Good news! @RockstarGames is looking into a way to fix the small stunting change. Don't worry Kops, they're awesome! <3

https://twitter.com/Kwebbelkop/status/484477154277982208
« Last Edit: July 02, 2014, 11:21:48 PM by VaNilla »

Offline Shifftee

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Re: 1.15 Stunting Changes
« Reply #14 on: July 03, 2014, 11:01:36 AM »
Fucking hell guys, you guys take this game too serious. Especially you SS! :lol: :ajaja: :ajaja:
How much time did you spend on checking all that crap? :cc_detective:
« Last Edit: July 03, 2014, 11:09:44 AM by Eddy Grant »

 

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