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>What is this game?
BallisticNG is a PC anti-gravity racing game available on Steam or GOG, based mostly on Wip3out, with optional mechanics from the newer Wipeout games.
If you like going fast, good tunes, and good fun, this game is for you.
>How do I join?
Get the game.
(Optional: Grab the Outer Reaches and Maceno Island DLCs too)
Download and install our track pack (instructions in the pastebin).
Launch the game, go to Multiplayer, and join us.
Links to download the latest track pack, install instructions, and some extras can be found here:
https://pastebin.com/d0KQeKGC
The mini-pack is just for updating from the previous version, get the full one if you're joining us for the first time or haven't played for a while.
>How do I play?
A 3-step guide will be posted containing the basics of going fast.
We can also answer any questions you might have, either here or in the lobby.
We have a Steam group: https://steamcommunity.com/groups/ballisticnv
This is used just for organizing race sessions or assisting if someone is having issues joining the lobby or something, no circlejerking. If you join the group chat you'll get a (You) chat bloop when lobbies go up on Saturday.
We have a regular session going every week on Saturdays starting at 9PM UK time, but hosting is easy and anyone can start up a lobby if people wanna get racist during the week.
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did /vm/ get raided again? what the fuck happened? how did our thread fall off the board in less than 16 hours?
anyway heres the newfag guides
1/3
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HEADS UP FOR AMERIFRIENDS
the usual hostfag (yours truly) is a bong and our clocks go back on the 26th, so the raceday on the 1st of nov will be starting an hour later than usual for you guys, after that we'll be synced up again
if someone would like to start hosting the raceday at the usual time for amerifriends on that day that would be very based, but otherwise yeah get an extra hour of sleep or whatever
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>>2027099
thank you /vm/, very cool
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>>2029091
I will not allow such slander
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>>2029091wrong file in previous post, fug
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https://steamcommunity.com/games/473770/announcements/detail/547870056 202109269?snr=2___
1.4.1 stable is out
notable additions:
square gate for analog controls, allowing full pitch and full turn at the same time for stick players
rollback hit detection for weapons in MP
team races, rush hour, upsurge, and eliminator available for MP
"Many more game events are now correctly synchronised, such as ships being eliminated, ships respawning, ships passing the mid and start line, etc." - possibly a fix for zombie ships and the mass CONTENDER bug on tracks like blackward decks?
whitelist for code mods in multiplayer (allows people to use their own custom HUD mods provided the host also has them installed, without others needing to install them)
2 new tracks, Oceana and Omega Loop
"Fixed unknown ghost players being created in Steam lobbies if a new connection happens during the handshake for another new connection" finally a fix for the steam lobby clone bug, looks like
hopefully no custom tracks were broken with this one
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>>2042418
free to use any ship you want (though if you're any good at the game using something mega OP like the barracuda S will probably just be boring unless everyone else is in similarly OP ships), the custom pack download also includes 99 custom ships, i tried to make sure none of them were egregiously OP but there are definitely some stinkers in there - need to cull some of them when i next update the pack in ~a few weeks, i think
for settings: zen speed, 2159 physics, 0 weapon pad cooldown (always available), mines disabled and hunter enabled, forced weapons enabled (ships with 0 firepower are able to use pickups at a strength of 1 firepower) are the main ones, sometimes we mix it up a bit (mostly on gimmick racedays for the first raceday of each month, or for certain tracks)
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>>2042446
diavolt is a strong ship, the 2nd best vanilla "legal" ship imo (only beaten out by nexus), handles decently despite its shitty handling stat on the ship select screen
two ships commonly recommended for newbies (that are also actually fast enough to win races) are hyperion and tenrai, you can give those a go if diavolt is too unwieldy to start
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>boughted a dualsense edge
>get this shit when binding it to bng
SNAAAAAAAAAAAKE
guess i'll just use steam input with xbox prompts, not a huge deal but triggers my autism
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Track Pack update soonish(tm), putting it together now, waiting to see what the ETA on Uber's new SWR tracks is before i finish it up
you guys might want to do 2 things in advance:
delete your currently broken version of parashant from the workship singles folder, along with its .tch file from the cache folder, if you don't do this then the new fixed version of parashant coming in the track pack update will still use the old broken version's cache file and likely make you crash when we play it
delete custom ship ID 1809297565 Blue Falcon (it causes a crash on race end)
only two other custom ships will be getting gutted from the pack (3009166361 Freccia and 3105962495 Airship Delphinus) but feel free to keep them, they don't cause crashing i just think they're shit
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>>2047444
oh, and here's a list of the new stuff already tested and confirmed for the update, incase anyone feels like trying any of it out for themselves before it hits the racedays proper, just remember to unsubscribe from workshop entries afterwards to avoid conflicts with the track pack
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lobby is up
92.22.239.204
CODE MODS WHITELIST ENABLED, feel free to use the latest version of Streamliner or VanillaPlus custom HUDs if you want to grab them yourself, they will be included with the track pack download when it gets updated soon
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>>2044937
That comes par for the course because USB HID/DirectInput API mappings are not standardized. And they can't be because they have to work with every type of controller from flightsticks, racing wheels, custom arcade hardware and so on. The dualshock style gamepad was not at all standardized at the time, and until the xbox 360's time it was really more common than other types on PC.
I remember when xinput came out and gamers were complaining that it would hold back gaming, reduce support for existing peripherals, and stultify the development of new controllers only in exchange for convenience. All of this was true and we had to wait on steam input to add more capabilities to PC, which is far from a good solution since not every game is on steam.
Could've been better though because games often numbered buttons and axes differently than the OS did for some ungodly reason. There was never really a standard for button mappings of the typical dualshock controller even after they became popular. I had a few third-party ps3 usb controllers that all worked great on ps3. They worked on PC but the button mappings were different despite being the same on PC! Explain that to me!
Another issue was the lack of rumble or force feedback amongst other things in the USB HID drivers that were addressed with xinput, but to this day directinput needs special drivers for force feedback. I have some old controllers that I can't use rumble with unless I use an old win98/xp 32bit machine.
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>>2052834
BallisticNG uses a third-party input library called Rewired to handle input device stuff, I think the issue is that Rewired doesn't support the Dualsense Edge (yet?). This page has more info on which controllers are supported out of the box by Rewired: https://guavaman.com/projects/rewired/docs/SupportedControllers.html
>>2052834
This makes sense as the standard dualsense (both the wired and bluetooth versions) is listed as being supported on the page I linked.
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>>2055054
ah fair enough, wasn't aware that it could be an input library thing
works perfectly via steam input/xinput though just a little annoying that there's no option to force playstation prompts/choose which prompts you want like a lot of games have started doing in the past few years
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>>2058923
AG racers look intimidating on the surface (especially if you dont have much experience with racing games in general) but the learning curve is honestly quite similar to a fighting game, relatively low skill floor, almost infinitely high skill ceiling
you just need to stick with it and not get discouraged by spending an hour or two bonking into walls when you move up the speed classes
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>>2058923
I never liked racing games, but BallisticNG is one of the most fun games I've ever played in spite of that.
It took me a good few hours of being stuck in the training level until I finally figured out how to properly pilot a ship, and after that it was just going through levels and getting better.
Either way, nothing's stopping you from downloading it and giving it a try (It's on GOG after all)
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lobby's up bros
92.22.239.204
if you grabbed the vanillaplus custom hud last week, you'll want to grab the latest version from the github otherwise you'll get a codemod mismatch error (if you didn't grab it dont worry about it)
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>>2065001
your only option might be to just name the tracks slightly different, seems like the game automatically groups "trackname" and "trackname reverse" together if they were made after the update
or you could try "trackname" and "trackname R" instead
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>>2065001
If you're asking from a position of making custom tracks, I think by default the tracks will still appear as separate entries in the in-game track selection menu, but tracks with "reverse" in the display name will have their variant set to "reverse". If you want your custom tracks to use the variant system, it requires some additional setup rather than being automatic.
If you're asking about custom tracks others have made, if they've been configured to use the variant system (I think only Elivagar and MitKit's tracks fit this criterion) then there's nothing you can do to undo that.
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TRACK PACK UPDATE TIME
download links updated: https://pastebin.com/d0KQeKGC
43 new ships, 26 new tracks (a couple returning), 2 custom huds and the fabled anti-antiskip codemod
you should READ THE README but if not just make sure you don't enable the no-antiskip codemod except for no-antiskip racedays, otherwise you won't be able the join the lobby
reminder: you only need to download the MINI PACK unless you havent raced with us for a while. deleting removed ships (see readme) is not required but recommended if you want to keep parity with the track pack/avoid custom ship list bloating
grab it nerds
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>>2082023
>>2082027
well i'm guessing they are in fact not done yet
i wanted to make sure everybody has the codemods for next week and not to be a dick but the ETA on those new SWR tracks has been changing every time i've asked, but whenever they're finished i suppose i can always do a temporary "mini minipack" or some shit
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>>2082733
Also I have to redo the tracing for AQC because I had to add a narrow funnel so you can't skip the finish line and because the track itself is so wide the ships start facing the wall and this fucking shit editor doesn't allow to change that.
Why do I even waste my time with this shit game
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>>2085250
i haven't bothered with it myself to confirm but supposedly you have to type "TAXIDERMY" on the main menu and i'm guessing it'll give you a download link for the latest wtrp or something
i've also heard the wipeout huds still work fine, they just throw up a scary console error on launching the game but you can ignore it (apparently)
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>>2085265
np, the WTRP pack is also up on basedmods though i think its an old ver, if you grab it and it's a newer version consider reuploading it there so people dont have to fuck around with that gay shit in the future
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>>2085278
based
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>>2085356
https://basedmods.org/game/ballisticng
the old version is already on there so you might have to submit it as a mod update or something?
also i think files above a certain size the guy running the site has to manually check them for viruses so might also just be a time thing
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>>2082733
Having a second round of updates for the podracer tracks works out nicely I think, the reverse layout for Nu-Mana is missing and I forgot to tell Starskink about it. Download below.
https://www.mediafire.com/file/cuqxi6rcwl7yoct/nugget_tracks.zip/file
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>>2086398
nice, i'll grab these and add them to the pack with another update in a few weeks or something
apologies for not waiting, i really wanted to make sure everybody had the no antiskip codemod ready for the first december raceday, want to leave it for a little bit just to make sure people get the current recent update minipack and shit before i push another update so there's no confusion or people having to redownload the whole full track pack
t. star
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>>2089563
You might be able to do something about it with code mods but I don't know the specifics. Back when I still used the track chase camera I'd just switch to rear chase since it doesn't have that issue, and then cycle back to track chase on landing. It should be noted the pullback effect only occurs on tracks with jumps where the jumps are properly labelled as jump zones, if I'm not mistaken.
So yeah either try and get used to it, cycle camera modes for the duration of the jump, or fully switch to a camera mode other than track chase. Nice crop btw.
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>>2092059
You sure it doesn't happen with chase cam in 2159?
Maybe it was changed over time, but I checked/unchecked the legacy boxes in the cam options menu and it didn't change the behavior.
Anyway I'm really liking how 2280 feels despite the lack of air mobility. More people need to convert for my benefit.
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>>2092766
Let me see.
>G-Tek is the de facto leader of the AGL, and Diavolt proposed to them the use of weapons (in racism of the speed variety)
>Omnicom and Diavolt have beef with each other over the Nova Park controversy
>Tenrai and Caliburn both hate G-Tek and Diavolt for introducing weapon combat
>Hyperion hates Omnicom for their censoring, and Scorpio's racing team purely exists out of spite for the latter
>Barracuda's Model A caused such massive seethe, that everyone else pressured G-Tek to ban it from competing
>Protonic hates Barracuda because they poached designers for the Model C
>Barracuda has tried to massively undercut Lance Systems for offers on VR shenanigans, but failed
>Wyvern, Nexus, M-Tech, and the DLC teams are just kinda chill, the former is especially careful about this kind of thing
So either Omnicom, Diavolt, or Barracuda, depending on a certain point of view. Maybe G-Tek for greenlightingmines.
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>>2096726
BARRACUDA NUMBA ONE
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>>2104805
anti-antiskip you mean
it's gonna be wild
i guarantee people will try to skip too hard and lose a lap due to skipping checkpoints
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PODRACING IS BACK ON THE MENU BOYS!!!
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>>2119561
>the last remaining bastion for AG racing is fucking star wars
not sure how to feel about this
i hope it's good
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>>2123850
Streamliner and VanillaPlus are just custom huds and optional
No Antiskip disables the drone that will grab you and pull you back it you try to cut a large chunk of the course, its only used on gimmick raceday when no antiskip wins the poll and should be left disabled otherwise
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Good evening, speedfellas. It's been a while.
I'm one of the faggots that oversees /vm/'s Divegrass team.
As always, G-TEK has proven to be an asset crucial for this team, so his slot has been secured. However, if you guys still wanna vote to see who gets a spot on our team, please do so over here:
https://docs.google.com/forms/d/e/1FAIpQLSduF9CL7l_TuCzoLJmZrdSBoZZUxG FHvtn_pATEAFmjAYRIxg/viewform
Any all votes are appreciated.
The poll will be closing on monday with the results following shortly after.
Thank you for your undying support as always, lads. See you all soon!
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>>2148939
doesn't matter at all unless your ping is REALLY bad, then i think you'd probably see ships teleporting, wouldn't affect anyone else
host is a bong and americans play just fine, weapon hitreg got improved massively with the latest update that added rollback, but even before that patch it was 99% just a case of the game being janky rather than ping related
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merry christmas racists
>>2150677
yeah i'll be making a lobby, understandable if not many people show up though
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off-day racism happening on 1st Jan if anyone feels like racing then
here's the poll for it:
https://strawpoll.com/ajnE17bwAnW
start time is flexible, join the steam chat and message I love Chen if you're up for it starting a couple hours earlier or whatever
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I've spent something like three hours trying to get this wtrp gayness running and I'm admitting defeat. Apparently you can't ask about this anywhere else so here I am. If I have the three code mods from discord, and I have the main content mods from taxidermy, what could I be missing to make the custom gamemode work (required for the campaigns)? It says it's missing, and in the mod menu I'm getting thrown errors about configs for tournament support and splitscreen not being found.
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Not sure if intentional or not but this random triangular bit of floor with a different texture from the surrounding ground is treated as a wall for collision detection and it really sucks because it's right next to a turbo pad that points you left of where you'd want to steer as you hit it.
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>>2178696
closed, great races bros
by popular demand we're taking a vote on whether we should use the anti-antiskip mod every week, as opposed to only on gimmick racedays
reminder that you still have to hit checkpoints or you get fucked over so tracks can't be broken TOO hard
vote here:
https://strawpoll.com/jVyG2Mvl8Z7
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omnipants
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