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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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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.
Previous thread: >>1944851
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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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>>2026946
An autist spammed the board, kicked a whole bunch of threads off.
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>>2027099
thank you /vm/, very cool
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>>2027099
So like what /vr/ has been going through as well? Someone was shitting up the catalog with Sega Master System threads and bumping shit off.
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lobby is up bros
92.22.239.204
25565
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>>2029091
I will not allow such slander
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>>2029091
wrong file in previous post, fug
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>>2028966
closed, great races bros
next week will be gimmick racism here's the poll
https://strawpoll.com/poy9kYKaQgJ
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>>2026943
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LOBBY UP
104.172.4.210
Port 25565 (AKA default)
First of the month so it's gimmick racism, 2280 seems to have won the poll.
Codemods enabled.
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ggz kino races
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>>2039591
LOBBY CLOSED
Thank you to everyone who joined, GGs.
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Fuck my barrel roll life. gg
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https://www.youtube.com/watch?v=1t0Lcgxtxcg
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https://steamcommunity.com/games/473770/announcements/detail/547870056202109269?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
>>
>>2041675
>team races, rush hour, upsurge, and eliminator available for MP
Big news for gimmick race nights
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>>2026943
>Truck of peace
every time
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>>2026943
Hi I'm new, what vehicles and settings are typically used during the weekend lobbies? I'll likely pick it up before 2026 so I'd like to practice using the same tools as everyone else
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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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>>2042428
Cool, thanks
Didn't know you had modded vehicles too, O thought it was just tracks
I'll start with the Russian one and go from there
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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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>>2041675
>last feature update

Wonder what their next project is.
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>>2041675
I was hoping they improved the 2280 movability some day.
Not being able to strafe and pitch while in the air sucks.
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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
>>
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
>>
>>2049461
lobby closed, great races bros
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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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>>2052831
my regular dualsense hooked into the game and displayed playstation prompts just fine, i think vonsnake just forgot to or didn't properly set shit up for the edge
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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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>>2026976
thanks
>>
Always wanted to get into these games but I just get completely filtered. They look so cool though.
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>>2058923
Just join and keep playing, this game is a lot easier to get into than you might think.
>>
>>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)
>>
>>2058923
Check out Redout, it used to have a free demo but I can't find it anymore.
If you have a 120+Hz monitor you have to try it, trust me.
>>
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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I'm stuck again.
And it makes a horrible buzzing sound like this.
Bastard won't let me go.
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Anyone got the nepgear vs miku race?
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>>2061901
closed, ggz everyone
>>
How do I make reverse tracks appear separate from the normal tracks?
I hate the shoulderbuttonselectionmishmash that was introduced.
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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
>>
>>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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lobby up bros
92.22.239.204
vanillaplus custom hud got another update, make sure to get the latest from the github if you're using it
the latest version will also be included with the upcoming pack update
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>>2074544
closed, great races
>>
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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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>>2081932
I guess too late then. Oh well GG
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>>2082023
you didn't respond to my pm
if your tracks are done now, i can quickly add them and reupload the pack
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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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>>2082568
Yeah never mind I had an issue with ppl falling through the ground on one of them and I thought I had until Thursday.
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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
>>
these niggers put wtrp behind a riddle how do i update my old broken hud
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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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>>2085259
so retarded, why didn't these screaming fags just say that in the first place? i hate modders lmao. thank u anon
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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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>>2085270
seems to be that the only the HUD that was updated. since 2025, but i will be uploading
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>>2085278
based
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>>2085333
i posted it but when i searched for the mod in BallisticNG it didn't show up. maybe it just takes a while to upload? i'll check and upload again in the morn
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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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lobby is up bros
92.22.239.204
don't forget to update your track pack if you haven't already
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>>2088506
closed, ggz everyone
>>
Is there a way for the 2159 chase cam to keep up with the ship like in 2180? Some jumps look really silly.
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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.
>>
Which team is the most evil?
>>
>>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
Turns out I was wrong and yeah you still get the same pullback effect in rear chase as you do in track chase. Join the internal camera master race.
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>>2093791
>Join the internal camera master race.
Technically I do whenever I'm looking at sloosers.
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>>2093791
whats the point of flying a sick ass AG ship if you cant even look at it??
checkmate internalchuds
>>
>>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 greenlighting mines.
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>>2096726
G-Tek may have approved the inclusion of mines in the weapon roster but Diavolt is (presumably) at fault for inventing them in the first place.
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>>2096726
BARRACUDA NUMBA ONE
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>>2096726
Omnicom is a pretty big corp that has everything so its them
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Anti-Skip gimmick racism tomorrow
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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
>>
lobby is up bros
92.22.239.204
NO ANTISKIP RACEDAY, remember to enable the no antiskip codemod that was included with the latest pack update (and then restart the game)
>>
>>2106581
closed, awesome races bros
remember to disable the no antiskip mod before next week or you'll get an error when trying to join
>>
holy shit omnicom real https://logos.fandom.com/wiki/Omnicom_Group
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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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