The new track is fast! Hol-y-shit, broke 200km/h several times. Question 1: All those different layouts are meant to be used later on? Question 2: When looking on sun at tarmac 3 track, every color turns grey. Intended? Suggestion 1: "They will cause mayor pileups" (refering to AI logic)... what's wrong about that? Maybe have an option for a "suicidal / stupid" AI for those who want the caos? Suggestion 2: Mini icons for the tracks so we know what we drive onSuggestion 3: Track editor? Suggestion 4: Option to choose AI cars. "Same as player / car : xx / random" etc
sam223In this case the improvements refer to the fact that now the suspension setups are more close to reality than ever before.And yes, we simulate shocks and dampers separately as well as bump stops and bunch of other stuff, here's an example:The suspension geometry (rods) is also being modeled, it's pretty complex system as whole.conso1727You mean AI drivers with different profiles?
Tested American2 in sandpit2, maybe when out of route zone, the speed penalty is excessive, it seems as if the acceleration stops working script.
DD-IndeedAnd sorry for being so slow to reply to your PM, I will get back to you. Just been really busy, I also had a shoulder surgery done recently which has kept me somewhat preoccupied as you can probably understand
It looks we messed up the off-road surface for some of the old tracks (Sandpit being mentioned), that's why the excessive slowdown effect. We'll get it fixed next week.
The latest update is now live, featuring following changes:General:*snip** Improved all suspension setups.* Added Racing and Rally tyres in addition to Standard ones.* Improved off-road surfaces, now they are either more slippery or slow down.* Improved clutch logic so it's now easier to get the car moving again after spinning out.* Improved gamepad controller.*snip*