R.E.P.O.R.E.P.O.wiki

Guide

Drifting and leaving the ground

How drifting and being airborne work in R.E.P.O.'s vehicles, so a slide or a jump is something you start on purpose rather than survive.

Applies to

0.4.0, read from the copy of the game this site was built from (see the sources page)

Before you start

Steps

  1. Know that drifting is a system with its own switch before you look for a button.
    drifting is a system with its own switch on the vehicle
  2. Start a drift with speed and angle, not with the handbrake alone.
    a drift starts from a speed threshold and an angle threshold, and lasts at least a minimum time
  3. Expect the slide to slow you down unless you hold it.
    it has its own turning speed and speed bounds
  4. Feed the slide in rather than snapping into it.
    the speed ramps up over a time when a drift starts
  5. Use the exit boost deliberately, because leaving a drift changes the drag.
    leaving a drift applies an exit boost and switches between a drift drag, a default drag and a smoothing time
  6. Watch for the drift's own effects, which change with how hard you are drifting.
    drifting has particles with a transform, and a light with settings per drift level
  7. Know that being airborne is a system too, with lift of its own.
    being airborne is a system with its own switch and a lift force
  8. Pitch the vehicle in the air and steer less, because the air has its own rules.
    the vehicle pitches in the air towards a target angle at a speed and strength blended in over a blend speed, steering in the air uses a multiplier of its own, and falling applies a gravity of its own with a maximum and a speed below which it does not apply

Common mistakes

Related entries

Sources

A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.