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Turbo Sliders Unlimited News

It's rocket science!

Even though there already were lots of existing game modes in Turbo Sliders Unlimited, the latest major new feature, missile support, literally explodes the possibilities! Missiles can optionally be enabled in all existing game modes, and there are lots of related settings to tune, e.g. damage, impulse, blast radius and reload time.

As an example, here is one crazier way to use them in a regular race: no-damage, high-impulse missiles with respawning disabled:

[previewyoutube][/previewyoutube]

Update Notes for v0.95

  • Added a new built-in car, Speedy, with a high top speed but low acceleration
  • Added 7 new vehicle models to be used in user-made vehicles, also cosmetic fixes and tuning to the existing ones
  • Added new special settings to force the same camera for all and to potentially hide the player markers (to support hide game modes)
  • Vehicle collision settings (steadiness, stability and avoidance) are now automatically set based on vehicle properties (can still be overridden)
  • Added a WaterLevel object that can be used to animate the water level (not a realistic effect if vast areas are filled)
  • Levels: Increased the max animation keyframe count to 10 and doubled the max Stay and Move times to two minutes
  • Missiles: Added Friendly Fire percentage parameter - 0 means no damage from frindly fire, 100 means the same as to enemies, default: 25
  • Missiles: Increased max reload time, also added a setting to optionally shorten the initial wait, also shorter delay if nothing hit
  • Added a demo recording of a race with crazy no-damage high-impact missiles
  • Clients now have a button to switch between being spectators and not without reconnecting (if there are enough player/spectator slots)
  • Added command /spectator to see spectators or to change spectator state (admin having control over everyone), also slightly changed /who
  • Spectators no longer have a Ready button at event init (it didn't do anything previously anyway)
  • Timer: It is now possible to disable starting an event automatically when everyone is ready - useful for spectator hosts
  • Drafting is no longer on in ghost races unless specifically enabled in Drafting Settings
  • Soccer: Goal is now scored and reset performed if all opponents are disabled (unless turned off in Soccer Settings)
  • Damage can now affect downforce, too - laps affected by damage effects are not eligible for leaderboards
  • Levels: Added a new colorable Light Wood texture material
  • Level Editor: Fixed saving level previews and sharing levels if Hide Full Paths setting was enabled
  • Miscellaneous other minor fixes and improvements

Update Notes for v0.94.2 (Minor client-only update)

  • Added two weapon battle demo recordings (capture and deathmatch)
  • Customizer: Single individual paint jobs can now be saved and loaded as json files (editable but not easily shareable)
  • Recording player: When stopping playing a recording, automatically returning to the same folder where the recording was
  • Recording player: Warping forward and backward in time is now by default much faster, but not all skid marks are correctly added
  • Recording player: If you want more accurate skid marks (but slower warping), either disable fast warping or increase the history time in the Playback Settings
  • Recording player: Hold Alt to multiply the warp time by 4 (e.g. by default Alt+Right jumps one minute forward in time)
  • Holding Alt when pressing keyboard shortcuts is no longer considered the same as holding Ctrl (Thanks to Unity, AltGr is still also LeftCtrl)
  • Level editor: Animation keyframes are now correctly updated when the object is copied, loaded as a template, or rotated with "Edit All" on
  • Miscellaneous other minor fixes and improvements

Update Notes for v0.94

  • Added a new game mode, Weapon Battle, in which vehicles can shoot missiles
  • Weapon battle sub-modes: capture, infiltration, team deathmatch and all vs. all deathmatch
  • Missiles can be forced to be on in other game modes, too
  • Added lots of related Battle and Weapons settings - read the tooltips for details
  • Added multiround team battles in which the winning team is determined by the amount of rounds won
  • Capture battles are now multiround battles by default - it can be enabled for team deathmatches, too
  • Added the possibility to get damage by colliding with other vehicles or obstacles
  • Low health can optionally affect acceleration - when no health is left, the car is wrecked
  • Damage can optionally be fixed in the pit, automatically or by respawning - check the Damage settings for details
  • Added a battle camera preset which is on by default in battles - tunable under Camera settings
  • Player markers are now by default visible in battle events
  • Road marking objects can now use team colors, and dynamic mesh objects can use team-colored textures
  • Capture Battle: Flag Lost by Enemy Touch is now on by default, also changed the default points for capture
  • Added Boomington (Weapon battle) and Flaggerblast (Capture battle) built-in levels
  • Added a Capture Battle demo recording
  • Prevented leaving pit just before tire change is finished
  • Fixed sun flares sometimes being visible at night or where the Moon is
  • Event stats JSON export now includes the start time and host id
  • Miscellaneous other minor fixes and improvements

New super-fun game mode: Capture the Flag battle

Meet the latest and super-fun addition of the long list of Turbo Sliders Unlimited game modes: Capture the Flag battle. In it, your team wins by capturing and safely bringing home an enemy flag. Alternatively, you can of course just do it in the old-fashioned way, too, and wreck all enemies.

There are already many user-made Capture the Flag levels available in the Steam Workshop and they have proven to be great fun. This video shows an example of a 10 vs 10 online Capture the Flag battle event in the example level Flaggerblast.

[previewyoutube][/previewyoutube]