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Post by arsenalgunner20 on Nov 5, 2015 19:11:39 GMT
Nice game man! Looking forward to some new updates (also DLC cars, or new game mode?) Edit: Question 1: I t is kinda natural, although the car feels like it has a bit to much power. The buggy is easier to drive. Question 2: S o the car spins out pretty fast, especially when you compare it with the buggy. And the car has quite some understeer, but you could just recognize it more because the buggy is slower, so you feel it less.
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Post by CHILLI on Sept 19, 2016 5:02:03 GMT
Lets get ready to buuump!
-Like, holy jesus, Batman. I thought this was dead? - Wrong.
After about 5 months of How To Slack 101, procrastination and other less-than-optimal-productivity activities a new version is finally here. Right... so here is what's new: Version2_Build03, duh. <<<Download Linky for Windows build<<< * Completely rewritten from scratch. Yes, seriously. So that's about 3 months of work at this point, including further researching. That said I still used the old code as reference whenever I got stuck, but never copied anything directly. * While I dont possess the maths knowledge to completely avoid "cheating", this version has the least hacky code so far. Yay! * The old code base had a chain of modifiers to simulate "drift slip". This new one is nearly there in terms of proper implementation. Close enough to pass off as acceptable I'd say, fkn finally. * Steering lock and associated assists have a new solution. Counter-steering logic is now based on the rear wheel pair's overall slip angle rather than the entire car's rotation, so its response is more predictable. Gradual steering decrease is now automated based on traction limits, so the sensitivity scales more naturally. But that's not to say the car always feel glued, though. * Apart from the steering there are currently no assists enabled/implemented. That means hard braking and throttle mashing may or may not end up with loss of traction. Go ham I'd say! Traction assists are for p00sies! ABS is quite nice sometimes though... * While I dont feel like spending the time to make my debugger functional in a build, I have added some info. G-forces (gross approximation, should be 90% correct though) and drift angle is now shown on the HUD. * And overall made the driving feel hell of a lot less floaty and twitchy compared to before. Still has its flaws, sure. But hey, cant get everything perfect. * Oh, and a few toggles for post-effects and reflections. Hopefully it will run at a playable framerate on whatever toaster you've got.
This is how the debugger looks with everything turned on. Can you guess what each line and color is for?
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