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function onPickUp(player_color)
-- tints the car the color of the player
self.setColorTint(Color.fromString(player_color))
-- defines the player as the driver, who controls the car
driver = (player_color)
crash = false
end
function onDrop(player_color)
-- tints the car the color of the player
self.setColorTint(Color.fromString(player_color))
-- defines the player as the driver, who controls the car
driver = (player_color)
crash = false
end
But, I found that your car does something weird: It gets much lower gravity when it is very close to other objects. I assume this is a feature, and the idea seems interesting to smooth over bumps on open terrain courses, but it also creates problems when going close to barriers. The car can actually stick to a wall like a magnet when in 4th gear due to this. Going through tight tunnels or hitting guard rails can throw it off course much more than it should it feels like. I am unsure how to improve this situation though.
firstaccel = 0.1
firstspeed = 2
firststeer = 1.5
secondaccel = 0.05
secondspeed = 5
secondsteer = 1.5
thirdaccel = 0.05
thirdspeed = 15
thirdsteer = 1.25
fourthaccel = 0.02
fourthspeed = 20
fourthsteer = 1
reverse = 3.75
revsteer = 1.5
steerres = 0.0625
centering = 0.125
idle = 0.25
Also maybe one more idea: Could you make it so that the car slowly loses speed on downshift rather than abruptly slows down? I think that would make it feel much better.
But trying to go on my underwater race, it still failed the loop. And on some extreme slopes it still bugs out. I think this might have something to do with the auto-flip function? If that could be disabled with a toggle in the script at the top, I think it would do much better on bumpy maps.
I think I know where the slope issue comes from. I might need to replace the logic that sets the rotation of the cars. It tells the X and Z rotations to be 0 always... far from ideal.
Driftarossa does drift rather tight and harsh... a course that I slapped together for testing had some unreasonable tight turns that could be drifted around, at the cost of pretty much any type of true precision.
That mod you linked looks super valuable for testing any changes to the car script. I will probably also use your racing tracks extensively for these tests.
Thank you for your efforts and your feedback!
It seems that these cars can drive on a lot more surfaces than the OG RC car script can.
However, I soon found out that they struggle with slopes for some reason. And rough surfaces are very buggy.
I tried to run them on the course that is included in this mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2487850062
But I was only able to go forward on the flat surfaces. On slopes it started sliding around, especially Driftarossa.
Then I tried to see how they perform on my underwater race, and the they struggled to even get up the very first ramps. But they can actually go offroad, which the OG RC cannot.
Also, I feed like the values need some adjusting. I understand it is only as a test now, but I think they need to be a bit faster, more like your first iteration of Driftarossa was.
Drifting in Driftarossa feels a little too harsh, I think it should slide around softer and in a wider arc. Would be much easier to control that way.