personally... i find all of these "bugs" really annoying!!
i think that tori & uke should be 100% equal.
I'm not sure, but it would seem that there's a symmetry bug and tori/uke differences? has the symmetry bug been cleared up?
the whole twisting story when limp story and any differences between tori & uke should be fixed... i also feel that the differences in joint and body part placement are silly... here's an example
joint l_knee
radius 0.14
pos 1.2 1.0 0.8
axis 1 0 0
rot 0 0 0
range 2.3 0.0
strength 4.0
velocity 40.0
joint r_knee
radius 0.14
pos 0.8 1.0 0.8
axis 1 0 0
rot 0 0 0
range 2.3 0.0
strength 4.0
velocity 40.0
why is it not like this?
pos 1.0 1.0 0.8
pos 1.0 1.0 0.8
and even taking that offset into consideration, the hips still seem to be in the wrong place.
joint l_hip
radius 0.16
pos 1.21 1.0 1.4
axis 1 0 0
rot 0 0 0
range 1.0 -1.8
strength 2.0
velocity 12.0
joint r_hip
radius 0.16
pos 0.79 1.0 1.4
axis 1 0 0
rot 0 0 0
range 1.0 -1.8
strength 2.0
velocity 12.0
theoretically (in relation to the other joints etc.), i should be like this:
pos 1.20 1.0 1.4
pos 0.80 1.0 1.4
but practically, i should be like this:
pos 1.00 1.0 1.4
pos 1.00 1.0 1.4
regarding draws and double-dq's... too bad!! that should just be the way things are... a draw is a draw... a double-dq is a double-dq... no need to tweak tori & uke!!
i also found that when using the worldbuilder... placing 2 objects equal distances apart from '0', as in a wall behind tori and a wall behind uke, doesn't work properly... which means that the players must be unequal distances apart from the center-point (or '0','0','0' in x,y,z world coordinates)
in regard to all the replays going down the tubes... is it really such an issue?
if so... then this should be implemented into a future version... toribash 4.0?
toribash should be 100% symmetrical in all aspects!! it's a pity it hasn't been from the start...