CFR's REVISED Modern Sonic Physics Tweaks

A Mod for Sonic Forces

Updates

Game fileParentSubmitterStats
  • Addition Attempted to make low-speed turning feel smoother.
  • Adjustment Numerous minor adjustments to certain values, e.g. double-jump height
[BETA 2.0] 1mo
A new recreation of my Modern Sonic Physics Tweaks mod, aiming to make all the previous tweaks more cleanly while adding new features.

  • Slightly boosted 2D and 3D double-jump height
  • Greatly increased turning speed while sprinting
  • Decreased homing attack cooldown
  • (NEW) Increased 2D acceleration
  • (NEW) Greatly boosted mid-air control

Includes PTKickass' brilliant Fixed Classic Sonic mod!

Let me know your thoughts and whether there's anything that could be adjusted!
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Files

  • When I extract the file to my mods folder in the Sonic Forces executive files, the game doesn't even boot up.

    Any guide on how to install this mod?
    Bananite
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  • Kugawattan avatar
    Kugawattan Joined 9mo ago
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    17d
    And...there's no version that doesn't affect classic sonic? Because...



    And reaching the ground just makes Sonic stutter and doesn't even make it up the ramp...
    I need music to work
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  • SuperSonic16 avatar
    SuperSonic16 username pic Joined 1y ago
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    1mo 1mo
    Due to how the Ini format works, Mods titles that starts these: ; # [ = Will cause the ModLoader to fail. HMM is built to write configs just like CPKREDIR and HMM writes the mod database in GMI style which writes mods names as the parameter name. This mod is making HMM write the database incorrectly and making the Modloader and HMM think its it own Group. This issue can be fixed on HMM easily by generating names instead of using mod titles. but for compatibility please don't use those in the mod title. I may fix this bug in the next version of HMM in the future, but remember some people still uses older versions of HMM.
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  • God, I love this mod. It makes controlling Sonic so much more enjoyable than it was originally. Although, my only gripe with this mod is that it's not compatible with any Sonic reskin. Maybe you could distribute a raw physics file so that we can patch it?
    Space-Haired Wolf
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  • SDaneeh avatar
    SDaneeh Joined 6mo ago
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    143 points Ranked 25110th
    2mo
    Hey! I'm doing an Emerald Coast mod for Sonic Forces and I was wondering if I could embed your mod into it? Without it the mod is very janky as it features more open design than Forces usually has. Obviously crediting you!
    Bananite
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  • Can we get a version without the Classic Sonic mod? I want to use a different one and it causes this one to stop working.
    Bananite
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  • Shyrule avatar
    Shyrule Joined 7mo ago
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    4mo
    To be honest, Showin's Classic Sonic Improvement mod is miles better than PTKickass'. Classic Sonic actually pick up momentum in Showin's mod
    Bananite
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  • BAC0NB0Y avatar
    BAC0NB0Y Joined 5mo ago
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    4mo
    it comes with ptkickass' mod? you should probably properly credit him in the ini then, since technically that entire part of the mod was done by him.
    Despacito
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  • Arcaden avatar
    Arcaden Joined 7mo ago
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    4mo
    My current favorite physics mod is the one made by Beatz that's included with his Windmill Isle Act 1 mod, it allows Sonic to turn while walking without slowing down, land on the ground without slowing down, and have better midair control in 3D. He also moves fast enough in 2D to use his full speed run animation. You've already got one of those down, hopefully you can add the rest!
    Neo Arcadian
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  • RobowilOFFICIAL avatar
    RobowilOFFICIAL Joined 1y ago
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    4mo
    Can you make a version where the double jump is as high as it was in the original's 1.3.1 version and removed homing attack cooldown?
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    Mantra
    Leader of the Space Pirates
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Credits

Key Authors
CornflakeRush
Physics Adjustments
PTKickass
Classic Sonic Physics Adjustments
Skyth
Dumping physics information from Sonic Forces' .exe

Submitter

CornflakeRush avatar
CornflakeRush Joined 1y ago
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CornflakeRush
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  • 504 DLs
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  • 21 Posts
  • 4moSubmitted
  • 1moModified
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