
How the game behaves · R.E.P.O. v0.4.0 · read from a local copy
Leaving the ground in a vehicle
Being airborne is a system with its own switch and a lift force.
A vehicle in R.E.P.O. has its own air and its own falling: airborne pitch is a target angle blended in over time, steering works differently in the air, falling has a gravity of its own that eases in, and a hard landing either costs durability or tumbles the vehicle for a while.
What the game establishes
- Being airborne is a system with its own switch and a lift force. (checked against the game's own files)
- The vehicle pitches in the air towards a target angle at a speed and strength, blended in over a blend speed. (checked against the game's own files)
- Steering in the air uses a multiplier of its own. (checked against the game's own files)
- Falling applies a gravity of its own, with a maximum and a speed below which it does not apply. (checked against the game's own files)
- That gravity eases in over a duration. (checked against the game's own files)
- There is a maximum angle at which a surface still counts as ground. (checked against the game's own files)
- Fall damage is triggered past a percentage of a threshold and has a collider of its own, with a tumble duration. (checked against the game's own files)
- Being upside down has its own threshold and duration. (checked against the game's own files)
- There are particles for a nosedive, a heavy nosedive, fall damage, tumbling and going fast. (checked against the game's own files)
In play
A vehicle in the air is not just a vehicle with different coordinates. Being airborne is a system the body can be given, and it has a switch of its own, which is why the same body can be built to fly through a jump or to stay planted.
It pitches towards an angle rather than being flipped. There is a target pitch for the air, a speed and a strength for reaching it, and a blend speed that eases the whole thing in, so a vehicle noses over rather than snapping to a pose.
Steering keeps working up there, but differently. There is a multiplier for steering while airborne, so the wheel still does something without behaving exactly as it does on the ground.
Falling has a gravity of its own. The vehicle can be pulled down by an extra acceleration with a maximum, and with a speed below which it does not apply, so a slow drop is not treated the same as a long one.
There is also a top speed for a fall and an ease-in duration, which is why a long drop builds rather than beginning at full force.
Ground is only ground up to an angle. There is a maximum angle at which a surface still counts as ground, so a slope steep enough stops behaving like a floor.
A hard landing is graded by percentage. Falling past a threshold of the vehicle's own maximum causes damage, and there is a collider set aside for that damage rather than a general one.
Landing badly can also tumble you. There is a duration for the tumble and a separate threshold for ending up upside down, with a duration of its own, so being flipped is a state rather than an instant.
The air is drawn as well as simulated. There are particles for a nosedive and a heavy nosedive, for fall damage, for tumbling and for going fast, so speed and trouble read on the screen rather than only in the handling.
What this entry does not tell you: how far a fall has to be to hurt, how much damage it does, or how long a tumble lasts. We have not verified those numbers, so we do not print them.
Related
How the game behavesDriving a vehicle and staying uprightA vehicle is an item with a state and a timer of its own.
How the game behavesDrifting a vehicleDrifting is a system with its own switch on the vehicle.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.