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Re: Landing
Posted: 01 Jan 2012, 18:53
by RobertKranjecFAN
And it also seems that the knees don't take too much pressure. Most of time landing is pretty linear but knees bend and jumper falls on his back. If knees were a little bit stiffer I would make at least half of jumps I fell.
Re: Landing
Posted: 01 Jan 2012, 18:56
by dsj 4
In this version of the landing is hard.But while the game becomes more realistic

Re: Landing
Posted: 01 Jan 2012, 19:14
by EyTschej
@Jussi: Two foot landing should simply be more stable than Telemark landing, that's the only thing I would change in regards to landing. Lowering the start gate wouldn't solve that issue. In reality, it should be possible to stand around 240m in Planica, but I doubt that this is currently possible in the game (at least not without some sort of gravity hack = cheat). While it's okay that we have the chance to do a telemark landing in Planica at 230m, a two foot landing should allow for an additional 5 to 10 meters on a big hill, which currently doesn't seem to be the case. In DSJ2, DSJ3 and DSJ4 beta, there was that difference between two foot and telemark landing - now that difference seems to have vanished almost completely. I think, two foot landing currently allows only for an extra 2 or 3 meters from what I've tested so far.
Re: Landing
Posted: 01 Jan 2012, 19:18
by Zmaster
I think landing is just fine once you learn it and find suitable flying curves. Only hill that is a bit off atm the moment is Kulm with VERY high impact at ~222 meters
Re: Landing
Posted: 01 Jan 2012, 19:40
by mike8906
I think this new landing system should be gently adjusted to make it easier. Especially landing on both feet. To keep the fun factor, at least landing on both feet(parallel) has to be easy no matter the angle or the fly curve of the jumper. And I agree that knees should be a bit stiffer than they are now.
Re: Landing
Posted: 01 Jan 2012, 19:42
by Jussi Koskela
Zmaster wrote:I think landing is just fine once you learn it and find suitable flying curves. Only hill that is a bit off atm the moment is Kulm with VERY high impact at ~222 meters
The real world hill record in Kulm is 215.5, so it's supposed to be hard to land at 222 meters.
Re: Landing
Posted: 01 Jan 2012, 19:59
by FeRu
Ok I find a way for longer jumps and safe landing....It's free cam

. The best settings for me is F1camera with custom angle view settings.I can't explain this settings in words so I upload my replay from my best jump on Letalnica. In this wiev is easier to control good position in the air and better view for safe landing moment.
This is that mentioned replay:
http://www.sendspace.com/file/3bvge1
sorry for my not perfect english ;p
Re: Landing
Posted: 01 Jan 2012, 21:56
by dormouse
guess the landing is fine...you have to think if you really want to make a telemark, especially if its far beyond the HS...sure you can set a telemark at high range, but the jump should have no faults before, wind and curve should also be right for that...if you remember janne ahonnen in planica at 240 meters - a two feet landing is really hard if you come down from straight above...flawless jumps above 230m should do, but anything else is realistic to end in a crash, so think if twice if doing a telemark - it makes online gameplay more interesting as you not simply have to click at the right time to have a nice telemark.
Re: Landing
Posted: 01 Jan 2012, 22:23
by radeksar1995
Landing is very very good, but I think can be more easy and landing without telemark can be more varied and realistic

Re: Landing
Posted: 01 Jan 2012, 22:30
by Skyflyer
Jussi Koskela wrote:
Does that mean that we would have to select lower start gates than right now?
In my opinion - yes. The gates are too high - too many jumps over the HS, too many falls.
Re: Landing
Posted: 01 Jan 2012, 22:36
by radeksar1995
Jussi Koskela wrote:
Does that mean that we would have to select lower start gates than right now?
I think no, because game is more interesting and unpredictable

Re: Landing
Posted: 01 Jan 2012, 23:31
by Risto Salonen
Skyflyer wrote:Jussi Koskela wrote:
Does that mean that we would have to select lower start gates than right now?
In my opinion - yes. The gates are too high - too many jumps over the HS, too many falls.
Or it could be that the optimal take-off is slightly too powerful. When the physics are excellent, you can always deduct from the jumper a tiny bit

Re: Landing
Posted: 01 Jan 2012, 23:40
by Mario Kickmayer
In my opinion, flat jumps should be easier to land than high jumps. But meanwhile it seems to be not so.
And the two foot landing is (nearly) similar to telemark landing. Would be interesting to see if Ito also would stand his jumps of today with telemark
But the game got very realistic and with the landing problems. Only the balance of the landing should change (maybe telemark landing harder, two foot landing easier or e middle of both).
Re: Landing
Posted: 02 Jan 2012, 00:22
by SuperAdo111
In my opinion knees MUST be more stable,in 70 compentitor 35 falls (today) it isn't realistic,tellemark can stay like that,but 2 legs MUST be more easier...If you want to have good game..
P.s it isn't topic for it but Jussi,look at Kuusamo inrun,it's look like alpine track or lane (do not know how to say,i think you know what i mean

)
Re: Landing
Posted: 02 Jan 2012, 00:30
by Skyflyer
In my opinion landing is now too difficult... in Bad Mitterndorf for me it's almost impossible to land over 205 meters (with no telemark, of course). This landing issue steals the pleasure of playing DSJ4 for me.