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		<title><![CDATA[SuperTuxKart Forum - Game development]]></title>
		<link>https://forum.supertuxkart.net/</link>
		<description><![CDATA[SuperTuxKart Forum - https://forum.supertuxkart.net]]></description>
		<pubDate>Thu, 23 Jul 2026 21:33:39 +0000</pubDate>
		<generator>MyBB</generator>
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			<title><![CDATA[Speed Vector Affected Bones]]></title>
			<link>https://forum.supertuxkart.net/thread-393.html</link>
			<pubDate>Thu, 23 Jul 2026 14:41:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=75">Fine-Feline-3d</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-393.html</guid>
			<description><![CDATA[Good day everyone, today I'm suggesting a feature that will help the game feel visually more alive.<br />
It's a small detail but can easily introduce enhanced visual on most characters very easily once implemented.<br />
<br />
What I'm talking about is giving the possibility to the artists to assign certain bones the ability to be affected by the speed vector.<br />
what do I mean by this? for example.<br />
<br />
For a practical example, consider any Kart which character has big ears. if the artist decided to animate the ears, currently the only way to go about it is to choose what direction they should flop towards in a turn. if you expect the character to have the ears flop towards the left when turning right, as an artist what you will do is baking in the turning right animation the ears to flop or lean towards the left. However this approach breaks the moment the player drifts. if the player counter steers, the kart started the drift on the left but counter steer to the right, the turning right animation will playing, which is correct, but will set the ears to flop in the opposite direction of where they would naturally flop. this breaks the visuals a bit. the other solution is just not animating them at all which really makes the game feel visually a bit stale.<br />
<br />
so what I'm asking for is to be able to use the velocity vector of the kart and use that to affect how selected bones behave. In the far future if this is expanded, it could also lay the base to make entire animations more dynamic, so like depending on the velocity vector the character might lean to one side, not binded to the turning left turning right. if the kart jumps onto bumps you will see the character jumping in the seat a little bit or if he hits another cart you'll see the sudden deceleration causing the character to bounce to one side. all of which wouldn't require separate animations to be baked but just selected bones to react to the kart speed vector.<br />
<br />
minor details that have big visual impacts and make everything more fun to look at.<br />
<br />
anyway back to what I was saying, all the rest can be kept for the far future. I'm just asking for selected bones to be affected by the speed vector to make simple things like ears or tails that flop following the "wind" or like even certain kart components, clothes pieces like capes or scarfs.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=212" target="_blank" title="">incredible diagram sorry.png</a> (Size: 57.48 KB / Downloads: 8)
<!-- end: postbit_attachments_attachment --><br />
<br />
Sadly I don't know exactly how this should be implemented the best. in theory it should be relatively simple but I have no familiarity with the game engine. I might make a more detailed post in the future since this is a sketch outlining an idea.<br />
Thank you for taking a look at this let me know if it is in any plans.]]></description>
			<content:encoded><![CDATA[Good day everyone, today I'm suggesting a feature that will help the game feel visually more alive.<br />
It's a small detail but can easily introduce enhanced visual on most characters very easily once implemented.<br />
<br />
What I'm talking about is giving the possibility to the artists to assign certain bones the ability to be affected by the speed vector.<br />
what do I mean by this? for example.<br />
<br />
For a practical example, consider any Kart which character has big ears. if the artist decided to animate the ears, currently the only way to go about it is to choose what direction they should flop towards in a turn. if you expect the character to have the ears flop towards the left when turning right, as an artist what you will do is baking in the turning right animation the ears to flop or lean towards the left. However this approach breaks the moment the player drifts. if the player counter steers, the kart started the drift on the left but counter steer to the right, the turning right animation will playing, which is correct, but will set the ears to flop in the opposite direction of where they would naturally flop. this breaks the visuals a bit. the other solution is just not animating them at all which really makes the game feel visually a bit stale.<br />
<br />
so what I'm asking for is to be able to use the velocity vector of the kart and use that to affect how selected bones behave. In the far future if this is expanded, it could also lay the base to make entire animations more dynamic, so like depending on the velocity vector the character might lean to one side, not binded to the turning left turning right. if the kart jumps onto bumps you will see the character jumping in the seat a little bit or if he hits another cart you'll see the sudden deceleration causing the character to bounce to one side. all of which wouldn't require separate animations to be baked but just selected bones to react to the kart speed vector.<br />
<br />
minor details that have big visual impacts and make everything more fun to look at.<br />
<br />
anyway back to what I was saying, all the rest can be kept for the far future. I'm just asking for selected bones to be affected by the speed vector to make simple things like ears or tails that flop following the "wind" or like even certain kart components, clothes pieces like capes or scarfs.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=212" target="_blank" title="">incredible diagram sorry.png</a> (Size: 57.48 KB / Downloads: 8)
<!-- end: postbit_attachments_attachment --><br />
<br />
Sadly I don't know exactly how this should be implemented the best. in theory it should be relatively simple but I have no familiarity with the game engine. I might make a more detailed post in the future since this is a sketch outlining an idea.<br />
Thank you for taking a look at this let me know if it is in any plans.]]></content:encoded>
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			<title><![CDATA[[Suggestion] New Power-Up "Ghost Kart"]]></title>
			<link>https://forum.supertuxkart.net/thread-391.html</link>
			<pubDate>Wed, 22 Jul 2026 12:19:32 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=170">Mish7913</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-391.html</guid>
			<description><![CDATA[I have a brilliant idea for a NEW Power-Up.<br />
<br />
What if create "Ghost Kart" power-up. It's like a Suzanne in Cocoa-Temple track (she racing like a ghost kart, you can't interact with her). So ... what if make this power-up, when you enable it you will be a ghost kart for a few seconds, and you can ride through all karts and bananas, and no-one can interact with you (slap you with swatter or bowling ball, or cake, etc...).<br />
<br />
And this will have a small weakness as well (for the balance) - when you are ghost kart, you can't grab gift boxes, and nitro.<br />
<br />
So what do you think?<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=210" target="_blank" title="">screenshot.jpg</a> (Size: 125.67 KB / Downloads: 8)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I have a brilliant idea for a NEW Power-Up.<br />
<br />
What if create "Ghost Kart" power-up. It's like a Suzanne in Cocoa-Temple track (she racing like a ghost kart, you can't interact with her). So ... what if make this power-up, when you enable it you will be a ghost kart for a few seconds, and you can ride through all karts and bananas, and no-one can interact with you (slap you with swatter or bowling ball, or cake, etc...).<br />
<br />
And this will have a small weakness as well (for the balance) - when you are ghost kart, you can't grab gift boxes, and nitro.<br />
<br />
So what do you think?<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=210" target="_blank" title="">screenshot.jpg</a> (Size: 125.67 KB / Downloads: 8)
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			<title><![CDATA[[Suggestion] Screenshots in Addons]]></title>
			<link>https://forum.supertuxkart.net/thread-390.html</link>
			<pubDate>Wed, 22 Jul 2026 11:10:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=170">Mish7913</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-390.html</guid>
			<description><![CDATA[I have a brilliant idea: what if add screenshots in addons?<br />
<br />
Right now items in addons looks like that:<br />
<img src="https://forum.supertuxkart.net/attachment.php?aid=208" loading="lazy"  alt="[Image: attachment.php?aid=208]" class="mycode_img" /><br />
<br />
But what if make looks like that?  <img src="https://forum.supertuxkart.net/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /> <br />
<span style="color: #888888;" class="mycode_color">(I just edited screenshot in GIMP for example)</span><br />
<img src="https://forum.supertuxkart.net/attachment.php?aid=209" loading="lazy"  alt="[Image: attachment.php?aid=209]" class="mycode_img" /><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=208" target="_blank" title="">screenshot.jpg</a> (Size: 63.51 KB / Downloads: 48)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=209" target="_blank" title="">screenshot-edited.jpg</a> (Size: 82.64 KB / Downloads: 48)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I have a brilliant idea: what if add screenshots in addons?<br />
<br />
Right now items in addons looks like that:<br />
<img src="https://forum.supertuxkart.net/attachment.php?aid=208" loading="lazy"  alt="[Image: attachment.php?aid=208]" class="mycode_img" /><br />
<br />
But what if make looks like that?  <img src="https://forum.supertuxkart.net/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /> <br />
<span style="color: #888888;" class="mycode_color">(I just edited screenshot in GIMP for example)</span><br />
<img src="https://forum.supertuxkart.net/attachment.php?aid=209" loading="lazy"  alt="[Image: attachment.php?aid=209]" class="mycode_img" /><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=208" target="_blank" title="">screenshot.jpg</a> (Size: 63.51 KB / Downloads: 48)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=209" target="_blank" title="">screenshot-edited.jpg</a> (Size: 82.64 KB / Downloads: 48)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[[Suggestion] Sounds in Kart Animations]]></title>
			<link>https://forum.supertuxkart.net/thread-389.html</link>
			<pubDate>Tue, 21 Jul 2026 20:58:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=170">Mish7913</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-389.html</guid>
			<description><![CDATA[Hi, I have a crazy idea, what if play audio when some animation is playing?<br />
<br />
For example: <ul class="mycode_list"><li>When you hit another kart, play sound like "YES!!!" or "YEAHH!!!".<br />
</li>
<li>When someone hits you: "Aaaaah!" or "Oh NO!!!".<br />
</li>
</ul>
<br />
Custom audios for each kart, audio can be for winning and losing as well.<br />
<br />
What do you think about this idea?]]></description>
			<content:encoded><![CDATA[Hi, I have a crazy idea, what if play audio when some animation is playing?<br />
<br />
For example: <ul class="mycode_list"><li>When you hit another kart, play sound like "YES!!!" or "YEAHH!!!".<br />
</li>
<li>When someone hits you: "Aaaaah!" or "Oh NO!!!".<br />
</li>
</ul>
<br />
Custom audios for each kart, audio can be for winning and losing as well.<br />
<br />
What do you think about this idea?]]></content:encoded>
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		<item>
			<title><![CDATA[[Suggestion] My Idea for Story Mode]]></title>
			<link>https://forum.supertuxkart.net/thread-384.html</link>
			<pubDate>Mon, 13 Jul 2026 13:56:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=170">Mish7913</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-384.html</guid>
			<description><![CDATA[Few days ago I was having fun with my siblings about idea for STK story, and after that I took my stylus, and start to draw this ideas, and I made small animatics, so ... enjoy watching.  <img src="https://forum.supertuxkart.net/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /> Well ... if it's not what STK need, at least I have fun drawing this, and also it maybe gives to someone ideas for real STK story.<br />
<br />
<span style="font-style: italic;" class="mycode_i">P/S: Watch with SOUND ON (I voiced).</span><br />
<br />
<br />
<hr class="mycode_hr" />
IDEA 1: <br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/qRzjvbyYa_w" frameborder="0" allowfullscreen="true"></iframe>]]></description>
			<content:encoded><![CDATA[Few days ago I was having fun with my siblings about idea for STK story, and after that I took my stylus, and start to draw this ideas, and I made small animatics, so ... enjoy watching.  <img src="https://forum.supertuxkart.net/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /> Well ... if it's not what STK need, at least I have fun drawing this, and also it maybe gives to someone ideas for real STK story.<br />
<br />
<span style="font-style: italic;" class="mycode_i">P/S: Watch with SOUND ON (I voiced).</span><br />
<br />
<br />
<hr class="mycode_hr" />
IDEA 1: <br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/qRzjvbyYa_w" frameborder="0" allowfullscreen="true"></iframe>]]></content:encoded>
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		<item>
			<title><![CDATA[Question to dev: Percentage for zipper and other valuable items]]></title>
			<link>https://forum.supertuxkart.net/thread-379.html</link>
			<pubDate>Sat, 04 Jul 2026 15:30:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=865">NGTT2</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-379.html</guid>
			<description><![CDATA[Hello Devs,<br />
I have observed that the last player has the highest chance to get 3+ zippers from the powerup chest so i was just wondering how it works and also does it effect the percentage of them getting a bomb instead of anchor and parachute if they are last. <br />
<br />
I also have question related on how i can record benchmark or do test like how fast the ai kart is in server vs offline mode in same map and same goes to the players.<br />
<br />
<br />
Thank you,<br />
NGTT2 <br />
<br />
<span style="color: #c9c9ca;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Inter Variable', Helvetica, sans-serif;" class="mycode_font">ssdsa</span></span></span><br />
<br />
<br />
<br />
<br />
<span style="color: #c9c9ca;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Inter Variable', Helvetica, sans-serif;" class="mycode_font">fdfdf</span></span></span>]]></description>
			<content:encoded><![CDATA[Hello Devs,<br />
I have observed that the last player has the highest chance to get 3+ zippers from the powerup chest so i was just wondering how it works and also does it effect the percentage of them getting a bomb instead of anchor and parachute if they are last. <br />
<br />
I also have question related on how i can record benchmark or do test like how fast the ai kart is in server vs offline mode in same map and same goes to the players.<br />
<br />
<br />
Thank you,<br />
NGTT2 <br />
<br />
<span style="color: #c9c9ca;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Inter Variable', Helvetica, sans-serif;" class="mycode_font">ssdsa</span></span></span><br />
<br />
<br />
<br />
<br />
<span style="color: #c9c9ca;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Inter Variable', Helvetica, sans-serif;" class="mycode_font">fdfdf</span></span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A critique for STK]]></title>
			<link>https://forum.supertuxkart.net/thread-374.html</link>
			<pubDate>Thu, 02 Jul 2026 20:28:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=60">Tuxito3000</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-374.html</guid>
			<description><![CDATA[Hi, I'm Tuxito. I know I've had a bad reputation on the forum, but today I'm not going to post a boring suggestion.<br />
<br />
Today I'm going to give my perspective on STK and a critique:<br />
<br />
SuperTuxkart from 0.0 to 0.8.1 had a more animated, colorful, and mysterious aesthetic. It felt alive and was lightweight.<br />
<br />
Today's SuperTuxkart, yes, it's more realistic, but it lacks character and soul. It's heavier and simply incoherent.<br />
<br />
Also, a critique of all versions: the game has never been truly moddable. You can't modify more complex things or add new features without C++.<br />
<br />
Here you might say, "STK is a community project and doesn't have the money for better art," "it is what it is," or things like that, but the truth is simple:<br />
<br />
I propose that we make STK lightweight, vibrant, coherent, and moddable. We just need organization.]]></description>
			<content:encoded><![CDATA[Hi, I'm Tuxito. I know I've had a bad reputation on the forum, but today I'm not going to post a boring suggestion.<br />
<br />
Today I'm going to give my perspective on STK and a critique:<br />
<br />
SuperTuxkart from 0.0 to 0.8.1 had a more animated, colorful, and mysterious aesthetic. It felt alive and was lightweight.<br />
<br />
Today's SuperTuxkart, yes, it's more realistic, but it lacks character and soul. It's heavier and simply incoherent.<br />
<br />
Also, a critique of all versions: the game has never been truly moddable. You can't modify more complex things or add new features without C++.<br />
<br />
Here you might say, "STK is a community project and doesn't have the money for better art," "it is what it is," or things like that, but the truth is simple:<br />
<br />
I propose that we make STK lightweight, vibrant, coherent, and moddable. We just need organization.]]></content:encoded>
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			<title><![CDATA[[FOR MOBILE PLAYERS] Test a new X-axis sensibility for STK Evo mobile]]></title>
			<link>https://forum.supertuxkart.net/thread-373.html</link>
			<pubDate>Mon, 29 Jun 2026 19:40:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=681">GustaLOLE</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-373.html</guid>
			<description><![CDATA[I'm testing a new sensibility for STK Evo mobile (the level 10 is very hard for Evo gameplay style).<br />
<br />
I tested 30 and 60 (60 was the best).<br />
<br />
If you want to test, download this .APK (STK Evolution build for arm64): <a href="https://drive.google.com/file/d/1pbLTvclgSoJ2_6dBz4cn70qDkoRqNWL0/view?usp=drivesdk" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/1pbLTvcl...p=drivesdk</a><br />
<br />
You can post your feedback here (and pls, do it <img src="https://forum.supertuxkart.net/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></description>
			<content:encoded><![CDATA[I'm testing a new sensibility for STK Evo mobile (the level 10 is very hard for Evo gameplay style).<br />
<br />
I tested 30 and 60 (60 was the best).<br />
<br />
If you want to test, download this .APK (STK Evolution build for arm64): <a href="https://drive.google.com/file/d/1pbLTvclgSoJ2_6dBz4cn70qDkoRqNWL0/view?usp=drivesdk" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/1pbLTvcl...p=drivesdk</a><br />
<br />
You can post your feedback here (and pls, do it <img src="https://forum.supertuxkart.net/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[STK Enterprises .blend file.]]></title>
			<link>https://forum.supertuxkart.net/thread-341.html</link>
			<pubDate>Mon, 18 May 2026 22:24:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=592">meatball_stk</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-341.html</guid>
			<description><![CDATA[<div style="text-align: left;" class="mycode_align">I am working on fixing the bug described in Github Issue #3782 and it would be helpful if I could see the blend file; however, the blend file for STK Enterprises is not in the stk-media-repo. Does anyone know where that file it located?</div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: left;" class="mycode_align">I am working on fixing the bug described in Github Issue #3782 and it would be helpful if I could see the blend file; however, the blend file for STK Enterprises is not in the stk-media-repo. Does anyone know where that file it located?</div>]]></content:encoded>
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		<item>
			<title><![CDATA[AI player behaviour]]></title>
			<link>https://forum.supertuxkart.net/thread-337.html</link>
			<pubDate>Sun, 17 May 2026 01:37:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=1083">deedee</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-337.html</guid>
			<description><![CDATA[Hi! I've been playing STK for a few weeks now and well overall i am really surprised by the game. In general i really like the speed, it's much higher than other kart games.<br />
<br />
In normal mode though the AI players don't always adjust speed properly, when there are no choke points AI players seem to lag behind. This results in many many basketballs and parachutes. Feels a bit like the AI is cheating there.<br />
<br />
But most annoying of all, if you drive behind an AI and the AI passes a pickup point you get immediately hit by a bowling ball or what not. This is not how a human player drives or behaves.<br />
Human players are handicapped as soon as they look behind them, the AI is not.<br />
<br />
Proposed solution:<br />
- Make the AI behavior random for what they do with the pickup or add a delay for rear projectiles.<br />
- Give human players a small rear view mirror<br />
- Handicap the AI player when he shoots projectiles behind him in driving skill or accuracy.]]></description>
			<content:encoded><![CDATA[Hi! I've been playing STK for a few weeks now and well overall i am really surprised by the game. In general i really like the speed, it's much higher than other kart games.<br />
<br />
In normal mode though the AI players don't always adjust speed properly, when there are no choke points AI players seem to lag behind. This results in many many basketballs and parachutes. Feels a bit like the AI is cheating there.<br />
<br />
But most annoying of all, if you drive behind an AI and the AI passes a pickup point you get immediately hit by a bowling ball or what not. This is not how a human player drives or behaves.<br />
Human players are handicapped as soon as they look behind them, the AI is not.<br />
<br />
Proposed solution:<br />
- Make the AI behavior random for what they do with the pickup or add a delay for rear projectiles.<br />
- Give human players a small rear view mirror<br />
- Handicap the AI player when he shoots projectiles behind him in driving skill or accuracy.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Nitro improvement and ideas for soccer]]></title>
			<link>https://forum.supertuxkart.net/thread-326.html</link>
			<pubDate>Fri, 08 May 2026 00:27:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=1049">Qualquer</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-326.html</guid>
			<description><![CDATA[Hello! <br />
<br />
First of all, I would like to congratulate everyone involved for the excellent work on the game. <br />
<br />
I started playing recently and haven't explored all the modes yet. Despite this, I noticed that the nitro canisters (both small and large) provide a very small amount of energy. Would increasing the amount of energy provided by each nitro (where the small one fills half the displayed bars and the large one fills all the bars) be a good idea? <br />
<br />
I also have a suggestion that racers in last place in a race with more than two participants should not suffer any penalty (the equivalent of having an infinite protective bubble until they leave last place). <br />
<br />
I had some crazy ideas regarding soccer. I would like to know if it would be possible: <br />
<br />
1- for players to be able to attach the ball to the kart to drive it more easily (for the opponent to take the ball in this circumstance it would be through items such as the explosive cake, the bowling ball or the plunger, or even through direct contact with the ball); <br />
<br />
2- whenever they had the ball "attached to their kart," they would have a bowling ball to kick it into the goal or (in a new feature, using more or less the idea of a plunger) allow them to pass the ball to a nearby teammate. <br />
<br />
Thank you in advance for your attention.]]></description>
			<content:encoded><![CDATA[Hello! <br />
<br />
First of all, I would like to congratulate everyone involved for the excellent work on the game. <br />
<br />
I started playing recently and haven't explored all the modes yet. Despite this, I noticed that the nitro canisters (both small and large) provide a very small amount of energy. Would increasing the amount of energy provided by each nitro (where the small one fills half the displayed bars and the large one fills all the bars) be a good idea? <br />
<br />
I also have a suggestion that racers in last place in a race with more than two participants should not suffer any penalty (the equivalent of having an infinite protective bubble until they leave last place). <br />
<br />
I had some crazy ideas regarding soccer. I would like to know if it would be possible: <br />
<br />
1- for players to be able to attach the ball to the kart to drive it more easily (for the opponent to take the ball in this circumstance it would be through items such as the explosive cake, the bowling ball or the plunger, or even through direct contact with the ball); <br />
<br />
2- whenever they had the ball "attached to their kart," they would have a bowling ball to kick it into the goal or (in a new feature, using more or less the idea of a plunger) allow them to pass the ball to a nearby teammate. <br />
<br />
Thank you in advance for your attention.]]></content:encoded>
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			<title><![CDATA[Suggestion on Time Trial multiplayer mode]]></title>
			<link>https://forum.supertuxkart.net/thread-315.html</link>
			<pubDate>Fri, 01 May 2026 08:28:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=865">NGTT2</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-315.html</guid>
			<description><![CDATA[- Instead of all players racing simultaneously, each player gets an individual time trial (TT) lap of their own &amp; after everyone completes their run, players are ranked based on their fastest lap times.<br />
<br />
Example: <br />
Setup: A lobby of up to 5 players joins the mode.<br />
Turn Orders: Players take turns one by one (ex: Player 1 → Player 2 → ..... → Player 5).<br />
Spectator Mode: While one player is on their TT lap, others can spectate in real time and prepare for their own turn.<br />
Ranking: Once all players finish, they’re ranked from fastest to slowest based on their personal best lap time.<br />
<br />
At the end there can be a reward or feedback system which will allow players to share their results or compare them with others?<br />
<br />
Basically what i mean is instead of racing simultaneously, we could race one after another or each individual will be ghost &amp; won't see each other throughout the race. <br />
I haven't tried tt on multiplayer as very few ppl actually use it on servers but would be a great idea if we had something like this which could improve fairness,  give strategic prep time &amp; increase excitement to play against.<br />
<br />
Player can forbid also if they messed up which will result in they being disqualified/eliminated.]]></description>
			<content:encoded><![CDATA[- Instead of all players racing simultaneously, each player gets an individual time trial (TT) lap of their own &amp; after everyone completes their run, players are ranked based on their fastest lap times.<br />
<br />
Example: <br />
Setup: A lobby of up to 5 players joins the mode.<br />
Turn Orders: Players take turns one by one (ex: Player 1 → Player 2 → ..... → Player 5).<br />
Spectator Mode: While one player is on their TT lap, others can spectate in real time and prepare for their own turn.<br />
Ranking: Once all players finish, they’re ranked from fastest to slowest based on their personal best lap time.<br />
<br />
At the end there can be a reward or feedback system which will allow players to share their results or compare them with others?<br />
<br />
Basically what i mean is instead of racing simultaneously, we could race one after another or each individual will be ghost &amp; won't see each other throughout the race. <br />
I haven't tried tt on multiplayer as very few ppl actually use it on servers but would be a great idea if we had something like this which could improve fairness,  give strategic prep time &amp; increase excitement to play against.<br />
<br />
Player can forbid also if they messed up which will result in they being disqualified/eliminated.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Scripting API]]></title>
			<link>https://forum.supertuxkart.net/thread-314.html</link>
			<pubDate>Thu, 30 Apr 2026 23:34:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=107">LLS</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-314.html</guid>
			<description><![CDATA[How do I retrieve and restore the rotation of a kart/object?]]></description>
			<content:encoded><![CDATA[How do I retrieve and restore the rotation of a kart/object?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Proposed changes for the bomb]]></title>
			<link>https://forum.supertuxkart.net/thread-303.html</link>
			<pubDate>Tue, 21 Apr 2026 15:11:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=1">Alayan</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-303.html</guid>
			<description><![CDATA[I opened two tickets for concepts I'm currently looking to implement in SuperTuxKart Evolution after some recent testing:<ul class="mycode_list"><li><a href="https://github.com/supertuxkart/stk-code/issues/5695" target="_blank" rel="noopener" class="mycode_url">Shorter bomb duration</a><br />
</li>
</ul>
<blockquote class="mycode_quote"><cite>Quote:</cite>The current bomb duration at 30s feels too long.<br />
<br />
The bomb is already more generous than a parachute or an anchor, as instead of an immediate time loss there is a chance to pass the bomb or remove it and to avoid losing any meaningful time.<br />
<br />
But with 30s, there is no sense of urgency. There is a long time left for the player to try to pass it on or to get multiple gift boxes until something can be used to remove it. Also, towards the end of the race, the player can be confident he will arrive at the finish line before the explosion.<br />
<br />
20s instead of 30s should help significantly but testing is needed to validate how it feels and if an ever lower value should be tried.<br />
<br />
The positioning of the bomb timer's arrow should also be rescaled, otherwise only a tiny part of it would be used.</blockquote>
<ul class="mycode_list"><li><a href="https://github.com/supertuxkart/stk-code/issues/5696" target="_blank" rel="noopener" class="mycode_url">Changing the bomb passing rules</a><br />
</li>
</ul>
<blockquote class="mycode_quote"><cite>Quote:</cite>This is subject to confirmation in testing that it improves the gameplay, but the idea is as follow:<ul class="mycode_list"><li>Remove the "can't pass back a bomb to the player who gave it" rule<br />
</li>
<li>Add a "can't pass a bomb you received in the last X seconds" rule, with a time value of probably 1 to 2 seconds<br />
</li>
<li>Add a visual indicator of some sorts when the bomb cannot be passed<br />
</li>
</ul>
The rationale is that:<br />
<ol type="1" class="mycode_list"><li>There is no visual indicator that some kart is immune to receiving your bomb, you just have to know you got it from that kart and the rule.<br />
</li>
<li>The justification for the existing rule is to avoid issues with multiple collisions in quick successions (which happens in many actual collisions) as we don't want the bomb passing back and forth with the final "owner" more or less random. The new delay rule also addresses that<br />
</li>
<li>Often, you don't have another kart to try to pass it on than the one who just gave it to you and having no counterplay isn't very fun.<br />
</li>
</ol>
</blockquote>
<br />
Let me know if you have comments or suggestions on the matter!]]></description>
			<content:encoded><![CDATA[I opened two tickets for concepts I'm currently looking to implement in SuperTuxKart Evolution after some recent testing:<ul class="mycode_list"><li><a href="https://github.com/supertuxkart/stk-code/issues/5695" target="_blank" rel="noopener" class="mycode_url">Shorter bomb duration</a><br />
</li>
</ul>
<blockquote class="mycode_quote"><cite>Quote:</cite>The current bomb duration at 30s feels too long.<br />
<br />
The bomb is already more generous than a parachute or an anchor, as instead of an immediate time loss there is a chance to pass the bomb or remove it and to avoid losing any meaningful time.<br />
<br />
But with 30s, there is no sense of urgency. There is a long time left for the player to try to pass it on or to get multiple gift boxes until something can be used to remove it. Also, towards the end of the race, the player can be confident he will arrive at the finish line before the explosion.<br />
<br />
20s instead of 30s should help significantly but testing is needed to validate how it feels and if an ever lower value should be tried.<br />
<br />
The positioning of the bomb timer's arrow should also be rescaled, otherwise only a tiny part of it would be used.</blockquote>
<ul class="mycode_list"><li><a href="https://github.com/supertuxkart/stk-code/issues/5696" target="_blank" rel="noopener" class="mycode_url">Changing the bomb passing rules</a><br />
</li>
</ul>
<blockquote class="mycode_quote"><cite>Quote:</cite>This is subject to confirmation in testing that it improves the gameplay, but the idea is as follow:<ul class="mycode_list"><li>Remove the "can't pass back a bomb to the player who gave it" rule<br />
</li>
<li>Add a "can't pass a bomb you received in the last X seconds" rule, with a time value of probably 1 to 2 seconds<br />
</li>
<li>Add a visual indicator of some sorts when the bomb cannot be passed<br />
</li>
</ul>
The rationale is that:<br />
<ol type="1" class="mycode_list"><li>There is no visual indicator that some kart is immune to receiving your bomb, you just have to know you got it from that kart and the rule.<br />
</li>
<li>The justification for the existing rule is to avoid issues with multiple collisions in quick successions (which happens in many actual collisions) as we don't want the bomb passing back and forth with the final "owner" more or less random. The new delay rule also addresses that<br />
</li>
<li>Often, you don't have another kart to try to pass it on than the one who just gave it to you and having no counterplay isn't very fun.<br />
</li>
</ol>
</blockquote>
<br />
Let me know if you have comments or suggestions on the matter!]]></content:encoded>
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		<item>
			<title><![CDATA[Feature Request: Change Online Username]]></title>
			<link>https://forum.supertuxkart.net/thread-280.html</link>
			<pubDate>Tue, 24 Mar 2026 03:03:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=865">NGTT2</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-280.html</guid>
			<description><![CDATA[Hello Everyone,<br />
I'm playing this game from two weeks &amp; i have realised that there is no way to change your online name once you created it &amp; most of the people don't know either so it will be a great idea if you we had a feature were we could just go in our config files &amp; change our online username too.<br />
<br />
You can change your localname from config but can't change the online name &amp; even if you try then get reset.<br />
<br />
<span style="color: #cccccc;" class="mycode_color"><span style="font-family: 'Droid Sans Mono', monospace;" class="mycode_font"><span style="color: #808080;" class="mycode_color">&lt;</span><span style="color: #569cd6;" class="mycode_color">current</span> <span style="color: #9cdcfe;" class="mycode_color">player</span>=<span style="color: #ce9178;" class="mycode_color">"Talk2"</span><span style="color: #808080;" class="mycode_color">/&gt;</span><br />
    <span style="color: #808080;" class="mycode_color">&lt;</span><span style="color: #569cd6;" class="mycode_color">player</span> <span style="color: #9cdcfe;" class="mycode_color">name</span>=<span style="color: #ce9178;" class="mycode_color">"Talk2" -&gt; Local Name which can be changed </span></span></span><br />
<span style="color: #cccccc;" class="mycode_color"><span style="font-family: 'Droid Sans Mono', monospace;" class="mycode_font"><span style="color: #ce9178;" class="mycode_color"><span style="color: #9cdcfe;" class="mycode_color">     last-online-name</span>="No_girls_to_talk2" -&gt; This get reset if you try to edit.</span></span></span><br />
<br />
<br />
Directly changing online username in config can cause a issue probably in servers but could be great thing if we can.<br />
<br />
<br />
<br />
Thank You!!!<br />
NGTT2]]></description>
			<content:encoded><![CDATA[Hello Everyone,<br />
I'm playing this game from two weeks &amp; i have realised that there is no way to change your online name once you created it &amp; most of the people don't know either so it will be a great idea if you we had a feature were we could just go in our config files &amp; change our online username too.<br />
<br />
You can change your localname from config but can't change the online name &amp; even if you try then get reset.<br />
<br />
<span style="color: #cccccc;" class="mycode_color"><span style="font-family: 'Droid Sans Mono', monospace;" class="mycode_font"><span style="color: #808080;" class="mycode_color">&lt;</span><span style="color: #569cd6;" class="mycode_color">current</span> <span style="color: #9cdcfe;" class="mycode_color">player</span>=<span style="color: #ce9178;" class="mycode_color">"Talk2"</span><span style="color: #808080;" class="mycode_color">/&gt;</span><br />
    <span style="color: #808080;" class="mycode_color">&lt;</span><span style="color: #569cd6;" class="mycode_color">player</span> <span style="color: #9cdcfe;" class="mycode_color">name</span>=<span style="color: #ce9178;" class="mycode_color">"Talk2" -&gt; Local Name which can be changed </span></span></span><br />
<span style="color: #cccccc;" class="mycode_color"><span style="font-family: 'Droid Sans Mono', monospace;" class="mycode_font"><span style="color: #ce9178;" class="mycode_color"><span style="color: #9cdcfe;" class="mycode_color">     last-online-name</span>="No_girls_to_talk2" -&gt; This get reset if you try to edit.</span></span></span><br />
<br />
<br />
Directly changing online username in config can cause a issue probably in servers but could be great thing if we can.<br />
<br />
<br />
<br />
Thank You!!!<br />
NGTT2]]></content:encoded>
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