First, you have to press the down key, which activates the drift. Then, carefully press the left and right arrow keys to stabilize the car and prevent it from being pulled out of the drift. Whenever you encounter a turn, press the corresponding arrow to drift through the turn. I hope this solves your problem!
Keyboard Controls Windows ASPHALT 8 How do I set a 'STUNT' button up for the new motorcycle racing? I dont know how to do 'wheelies' or stunts without touching the screen. A Flat Spin is an important gameplay element introduced in Asphalt 8: Airborne. It involves a vehicle doing one or more 360° spins while in mid-air.
Asphalt 8: Airborne is the latest in the long running series of mobile racing games from Gameloft. The previous game in the series — Asphalt 7: Heat — was a phenomenal game and one of the best racing games available on mobile today.
Airborne lets you take to the air, jumping off ramps and performing stunts mid-air with your car. Add to that a new range of cars and tracks, improved graphics and some new gameplay modes and you have all the ingredients for a great sequel. But does all that necessarily make it a great game? Let’s find out.
Asphalt 8: Airborne | |
Gameloft | |
iOS | |
Release Date | August 23, 2013 |
4+ | |
Size | 1.53GB |
$0.99 |
Gameplay
Just like its predecessors, Asphalt 8: Airborne is still very much an arcade racer at heart. The biggest addition here is the presence of high-speed aerial stunts. There are two kinds of stunts you can perform: barrel roll and flat spin.
To perform a barrel roll, you have to drive off one of the angled ramps and the car pretty much does everything else on its own. Depending upon how well you drove off the ramp and the height of the jump, the car will perform a single, double or even a triple barrel roll. Most of the time the car finishes the roll before it hits ground and won’t start another if it thinks it won’t make it but at times you do end up on your roof, which results in a wreck.
Flat spins take a bit more effort. For these, you have to drive off a flat ramp but while performing a drift, which causes the car to automatically spin mid-air. Again, depending upon the speed and the height, the game decides how many spins the car performs. Even if you fall down facing the other way the car usually spins around and you can drive off just fine without losing too much speed.
The stunts are pretty much the only worthwhile addition to the gameplay in Airborne. The game is split into single player solo races, single player career, online multiplayer and local multiplayer over Wi-Fi.
The solo races is where you can choose a car, track and race type and place a single race. Your choice is limited to the cars and tracks unlocked in the career mode.
The career mode is split into eight seasons, with each season having several races. To unlock and progress to the next season, you have to earn a certain amount of stars, which can be obtained by winning individual races.
Each race can give you up to five stars. The first three stars are reserved for your position in the race (three stars for first place, two for second and one for third). The remaining two stars are for special achievements. These involve performing a certain number of barrel rolls or spin turns, hitting perfect nitro, taking down a certain number of opponents, not wrecking your car, staying in air for a certain amount of time, etc. You have two of these for each race for which you get a star each.
You don’t have to get all five stars in a go. You can, for example, just win the race and get three stars and ignore the special achievements. Then you can play the race again and not bother about winning it, aiming only to get the special stars. Your three stars from previously winning the race are saved and carry forward. Even if you lose the race the second time it’s fine as long as you get the other two stars. Your total would be five stars for the race.
Winning races and earning stars is not as easy as one might think. For whatever reason, Gameloft has decided to turn up the difficulty from the first season itself. Most racing games, including the previous Asphalt races, let you off easy in the initial races. You’ll often find yourself winning with little effort. This is good because you’re getting used to a new game and there are other things to worry about than just your opponents. Also, winning earlier games puts you in the mood to continue playing.
Airborne is not that easy. The initial games aren’t exactly tough but they aren’t easy either. The first season itself has several races that you end up playing again and again just to get enough stars to move on to the next one. The difficulty seems a bit unreasonable and almost as if they don’t want you to move on to the next season (not without paying anyway, but more on that later).
The way you lose is also suspicious. The new tracks are all very nice and have dozens of different routes that you can take. However, unlike previous games, Airborne doesn’t mark shortcuts separately. They just appear as different routes. You could pick one and end up circling the globe while your opponents cross the finish line. But at times I felt regardless of which track I chose the opponents always have an upper hand. I could be miles ahead of everyone till I reach one of the junctions. Then I pick one route and by the time I reach the end of the track I had not only lost my pole position but also somehow now at the end of the pack. And this without crashing or any incidents.
The AI cars drive like complete numbskulls most of the time in front of you. But whenever the road splits and they are out of your sight somehow they all turn into perfect drivers and end up miles ahead of you, even if you had the lead on them. Catching up to them then becomes nearly impossible because they are now so far ahead you can’t even see them on the map.
This is why I enjoyed the multiplayer more than the single player. The game matches you with up to seven other people with similar ranking and vehicles. Here if you win, it’s because you are good and if you lose, it’s because you’re bad and not because someone gained superhuman driving abilities when you weren’t looking. If you’re expecting a fair game, the multiplayer is the way to go.
I have minor quibbles with the control. I prefer to play racing games with manual acceleration and braking by having the pedals on the screen. Just like with Asphalt 7, the pedals don’t appear on screen until the race actually starts, so you waste half a second trying to find them before hitting the screen. The left nitro button is also too close to the brake button so you often hit one while trying to hit the other.
Just like with previous games, Airborne includes a terrific roster of cars. Too bad you won’t ever get to drive most of them. All cars are available for purchase outright but you never, ever seem to have enough money to buy all but the most basic ones. Even after spending hours playing, the balance amount in your account is so hilariously low that you give up all hope of ever driving that Lamborghini or Ferrari you saw in the game’s trailer.
But hey, there is a solution to all of this, and that is in-app purchasing. Yes, the ugly IAPs rear their ugly head once again. Don’t have enough stars to progress to the next season? Spend some money and unlock them. Don’t have enough in-game cash to purchase cars? Spend real one to buy them. And the IAP are expensive as well. Pack of five pre-selected cars costs $10. Ten cars for $20. Want seven of the best cars in the game? $100. Yeah, you read that right. There are couple of packs with cheaper cars as well for $2 and $5 but those aren’t the cars that you’d want. Not by paying additional money, anyway.
Once you look at that it suddenly dawns on you why the game makes it so difficult to progress to the next season or why you never have enough cash to purchase cars in the game. What’s worse is that Airborne isn’t actually a free game; you paid a dollar in the beginning to download it.
Graphics and Sound
Last year’s Asphalt 7 was a stunning looking game and till date it looks good, especially on high resolution devices. Gameloft has beefed up the visuals on Airborne and although it looks better, it comes at a cost.
The most obvious one is framerate. I played the game on an iPad mini, Galaxy S III (Exynos) and the HTC One. Not a single device managed to run the game at what can be called as a smooth framerate.
The iPad mini, first of all, was visually crippled. The game disables most of the visual effects that actually make it look good where it now ends up looking similar or at times worse than Asphalt 7. And despite this it doesn’t run smoothly. I believe things would be better on the iPhone 5 and the iPad 4, but I haven’t tried those personally.
On Android, Airborne offers visual settings, ranging from Very Low, Low, Medium and High. The High mode is what is used in the official screenshots and trailers and has those lens flare effects and motion blur. Even the HTC One with its Snapdragon 600 cannot run the game smoothly at that setting, and it’s one of the fastest devices on the market. Putting it on Medium doesn’t exactly make it perfectly smooth, either. The situation was same on the S III.
Secondly, it’s the way some of the visual effects are implemented. Airborne has those Battlefield 3 style lens flare patterns that appear as dots on the screen. Except there are so many that the moment light hits the screen you have a hard time seeing where you are going, which isn’t exactly funny when your car is hurtling towards a corner at 200mph with oncoming traffic.
I also noticed a distinct lack of sense of speed in the game. First of all, the jittery framerate kills any sense of speed the game is capable of delivering. Secondly, the motion blurring around the edges that conveys some sense of speed are only available on the highest visual settings, which kills most Android devices, so that’s a waste as well.
The cars don’t feel all that fast. Enabling nitro doesn’t deliver that kick in the back it did in the previous game. Even drifting feels slow and you can actually hear the car slow down even though the speedo strangely doesn’t convey this. The whole things just feels underwhelming, then and lacks the over the top, fast paced feel of the previous game.
I don’t have much to complain about the sound. The electronic music is all very good, but that’s because I’m fond of that genre. The engines all sound fantastic and much better this time around, except for the electric motors, which sound just as boring and underwhelming as they do in real life. Gameloft has done away with the annoying announcer of the previous games and I can’t say I miss her.
Verdict
Asphalt 7 is one of my all time favorite racing games on the mobile platform. In reviewing Asphalt 8, I ended up revisiting 7 and remembered just how much I still enjoy it and had to tear myself away from it to go back to playing 8. This says two things. First, Asphalt 7 is still amazing and second, Asphalt 8 isn’t quite.
I won’t say I had no fun at all while playing Asphalt 8. The new aerial stunt feature is actually quite fun and not that hard to pull off. The multiplayer is also enjoyable. But the exaggerated difficulty in career mode, cars that are always out of reach, overpriced IAP options and graphics that are one step forward and two step back all take the fun out of what could have otherwise been a solid game.
For just $0.99, it won’t be fair to be too critical of this game and I believe the visual issues would be ironed out over time. But Asphalt 8: Airborne fails to fill the rather large shoes of its predecessors when it comes to being fun and that’s something, I believe, is permanent.
Rating: 6/10
Pros: New aerial stunt feature is a fun addition, eight player online multiplayer mode is enjoyable, lengthy career (if you have the patience)
Cons: Feels overly difficult for no reason, cars are expensive, IAP are even more expensive, graphical issues
Download:iOS | Android
SfC Home > Physics > Force > Friction >
by Ron Kurtus (revised 28 March 2008)
Traction is the friction between wheels or tires and the ground that allows a vehicle to move forward. It is the resistance to spinning when a torque is applied to axle the wheel. When a surface is wet, a layer of water can act as a lubricant, greatly reducing the traction and stability of the vehicle. If enough water is under the tire, hydroplaning can occur.
Treads are used to move the water to the sides and increase the traction and ability to stop. When the surface is snow or mud, which is also slippery, deep treads are used to increase traction. In racing where the torque on the tires is high, special rubber is used to prevent loss of traction when tires start to spin.
Questions you may have include:
- How is hydroplaning prevented?
- How can tires have traction in the snow?
- Why do race cars have wide tires?
This lesson will answer those questions. Useful tool: Units Conversion
Problem of hydroplaning
Because water acts as a lubricant, a wet pavement can reduce the traction of the tires, as well as the ability to stop and avoiding sliding sideways. Still, if you are careful not to increase the torque on the wheels so much that your tires start to spin, and you don't drive so fast that you have problems stopping or going around a curve, you can still operate the vehicle safely.
Layer of water under tire
A major problem occurs when the rain is so heavy that there is a layer of water on the roadway. This can result in an effect called hydroplaning, where the tire is skimming across the water surface with no contact with the road and with extremely low friction.
Tire hydroplaning over layer of water
The problem from hydroplaning is not so much the loss of traction in being able to accelerate but the loss of control in being able to stop or prevent sideways slides.
Solution is treads
A solution to hydroplaning is to add treads to the tire that will channel the excess water out from under the tire. In this way, the rubber can get in better contact with the wet pavement surface, thus greatly increasing friction and traction.
Tire treads help move water outward
to prevent hydroplaning
The disadvantage of having treads automobile tires is that under normal, dry driving conditions, the treads increase rolling friction.
Problem of snow or mud
How To Do A Flat Spin In Asphalt 8 With A Controller
In soft, slippery surface material like snow or mud, the coefficient of friction of a tire without treads is very low and thus there is little traction to move the vehicle forward. A torque applied to the wheel will just cause it to spin. Tires with special deep, wide treads are used in those conditions.
Special tires have wider treads
to improve traction in snow or mud
The treads produce a gear-like effect to improve the traction in mud or snow.
Treads increase traction in snow or mud
When a tire becomes worn and the edges of the treads become rounded, there can be considerably less traction. The danger then is that the car may go into a skid when going around a corner or may not be able to stop in a sufficient distance in an emergency.
High torque and fast driving
When an automobile engine applies a very high torque to its wheels, the tires will often spin on the pavement. This is common in the rapid acceleration of a drag racer or race car. Once a tire is spinning there is a loss of traction as the friction goes from static to kinetic.
Sticky rubber for traction
Drag racers and many race cars use tires made of soft, almost sticky rubber that provides a good grip on the road, especially when at warm tire temperatures. It uses a form of molecular friction that is related to the material and surface area on the road. The tires are wide to increase the contact to the road and thus the traction.
Treads or no treads
Often the tires have no treads. In vehicle races that are not held in rain or snow, treads to prevent loss of traction due to hydroplaning or driving on a soft, slippery surface are not an issue. Instead, tread-less, slick tires are used.
Some race car tires are called slicks
because they have no treads
Some race car tires have at most an 1/8 inch of tread, primarily to avoid overheating. Excess heating is the major reason for tire failure, particularly at the high speeds attained in the race. Some tires may get so hot that the rubber blisters and the tire blows out.
Summary
Traction is the friction between wheels or tires and the ground that allows a vehicle to move forward. When a surface is wet, a layer of water can act as a lubricant, greatly reducing the traction and stability of the vehicle, including that caused by hydroplaning.
Treads are used to move the water to the sides and increase the traction and ability to stop. When the surface is snow or mud, deep treads are used to increase traction. In racing where the torque on the tires is high, special rubber is used to prevent loss of traction.
Use tools that can improve your effectiveness
Resources and references
Websites
Friction Resources - Extensive list
Rolling and Sliding Friction in a Car - Alaska Science Forum
How Tires Work - How Stuff Works
Friction Concepts - HyperPhysics
Books
Friction Science and Technology (Mechanical Engineering Series) by Peter J. Blau; Marcel Dekker Pub. (1995) $89.95
Friction and Lubrication in Mechanical Design (Mechanical Engineering Series) by Ali Seireg; Marcel Dekker Pub. (1998) $199.95
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