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08-20-2015, 06:55 AM
Joined: May 2013
Location: Berlin
Posts: 697
Okay,the MFI support is a little half baked (no sensitivity nor any other options or even a description about the mapping) but it works great (thankfully the sensitivity feels about right for my taste)t with Madcatz micro!It's SO much more fun to me than before and now by far my favorite (future) IOS racer.F-Zero on my Air 2

Don't know if the dev is reading but thanks a LOT for the support and still adding nice things to this game!!

btw,i had a lot of crashes with the last version (and this version as well) but switching WiFi off helped.No probs then.

and:if i select gamepad in the options,the selection is not saved.Always switching back to"virtual wheel".It works nonetheless but you still have all the onscreen controlls visible.

Air 2 - 128GB - iOS 8.3 - no jailbreak

Last edited by Crabman; 08-20-2015 at 07:08 AM.
08-20-2015, 07:50 AM
Joined: Mar 2011
Location: Texas
Posts: 978
Originally Posted by Crabman View Post
OMG,it's here.Controller support!AWESOME!

Gonna try it now,hope there is a sensitivity option as well.
Just saw the update and came here to say the same, haha.

New tier two events and a new track, as well. I guess they haven't abandoned this, after all.
08-20-2015, 03:50 PM
Joined: May 2013
Location: Berlin
Posts: 697
ah well...
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Air 2 - 128GB - iOS 8.3 - no jailbreak
08-21-2015, 09:55 PM
I'm starting to feel that other than the initial release, the Devs are getting lazier. The new Tier events have no descriptions on them, and they don't feel like they bring about a new challenge. Could be because my ships are already fully upgraded, but the tracks could use some variation, like reverse? Also, other than the 2 point scoring events way back in Tier 1 (anyone still remember? It's the one where you must collect bronze, silver and gold tokens on the track to earn points), there isn't any more of them?

Also, the new track Mir'Aunn felt underwhelming. It felt sub-standard compared to the other Mirloin tracks, which brought good challenge due to their twisty nature and hard-to-see corners. This new track is too short (that one lap = one full charge of my Epsilon MkII Turbo, whereas other Mirloin tracks can charge up about 2), and after like 2-3 races it was just too easy I could nail it consistently. Now where's my reverse version...

Your sentiments, guys?
08-21-2015, 10:31 PM
Joined: May 2013
Location: Berlin
Posts: 697
I didn't expected ANY updates after a couple of months.It already looked abandonned (website down etc,).It was obviously not the"hit"it deserves and therefore generated not many sales.I think he just failed on the promo side (i'm a musician myself and unfortunately it is more important than ever to promote yourself these days rather than just let the music - or game - speak for yourself.Problems with creative people is,many of them fail on the promo side because they just don't give a shit).So i can understand why his ambitious plans didn't worked out.I'm just glad he didn't abandonned it completely (dayjob life is waiting),especially the MFI support was something i gave up on and for sure i did not expected ANY new tracks after such a long time.At the end it was just 3 bucks and i'm sure most player had a good amount of fun for their money (for me the real fun started at least with the added virtual wheel,half a year later),you definitely FBI Light Rock ;-)

Air 2 - 128GB - iOS 8.3 - no jailbreak
08-23-2015, 12:40 AM
Joined: May 2013
Location: Boston, MA, USA
Posts: 627
I've been playing it with a controller. It's very nice, but every couple of races the game stops responding to steering input from the analog stick. I know controller is still connected to the game, because it still responds to gas, brake, pause, and even the analog stick if I'm in the menu, just steering stops working. Turning the controller of and on temporarily fixes the problem. When it's working, it's definitely an improvement over tilt steering.