Added in-game menu for quick car settings and tuning.
Updated engine reaction on a gas pressure for different cars.
Updated automatic gearbox to be more friendly for drift.
Added new tuning options (AWD and Weight distributors), restyled a bit garage UI for tuning controls.
Added menu options for int/ext cameras to be more/less drift-friendly.
Added menu option to auto return to auto gearbox after manual switching.
See how it works in the game:
In-game quick tuning menu
Default key to toggle menu is "T". Menu allows you to quickly change general car settings or settings of applied tuned parts.
Tire pressure per axes
Suspension settings per axes (when coilovers installed)
Differential lock setup (when installed)
Brakes sensitivity and distribution (when distributor installed)
AWD settings (for AWD cars, when distributor installed)
Weight distribution (when distributor installed)
TRC for modern cars
Tire pressure
Normal pressure is good for regular road races and race track. Low pressure in drive wheels give more forward grip and more slip in turns. It can be used for drag race to start from cut-off w/o slipping. Or it can be used to drift with more control by gas pedal. High pressure will increase overall wheel slip.
Note: high difference in pressure for axes can lead to side sliding on straights or understeering in turns!
Play with these and other quick settings on the road and choose optimal for you!
Update from Feb 10
Checkout updated demo!
Say hi to sliding physics!
Release notes
Added sliding physics, changed suspension settings for classic and modern cars
Added manual shifting + clutch like to robot gearbox, fixed redundant gear switching on load, fixed gear ratios for several cars
Updated car sounds, added more backshot sounds (enabled only for tuned exhaust)
Updated trackday rules for easier fix on start lane and start from full gas
Added support for WQHD resolution + fix bug with save previously selected resolution
Added flywheel inertia effect - get boost when "clutching" from low revs, useful to control drift in turns
Made handbake smooth to avoid immediate turnaround when using handbrake in turns
Added checkbox to enable Joystick (now it's disabled by default)
Added indicator of traction control
How to drift on any car
Play with a clutch (click-click-click :)
Play with a gas in manual gearbox mode. I.e. downshift before the turn and press-release-press gas multiple times
Pull the handbrake in turn, it's soft now and will not block the wheels immediately. Try it out!
Release the gas before the turn and press in turn
How to tune cars for better drift
Apply coilovers and set lower and a bit harder suspension
Apply swaybars to reduce roll in turns
Tune engine for more power
Play with weight reduce but be careful or your car will be too harsh
Use stock tires or drag slicks. Drag slicks will help you to push the car forward in drift with a clutch or gas
How to switch gearbox to manual mode
Press "Next gear"/"Prev gear" keys. Gearbox will remain in manual mode and switch back to auto after 30 seconds if you will not switch gears. You can switch it to auto immediately with "Auto gears" key.
Happy drifting! :)
Update from Dec 16
Update notes
Added option (Gameplay Options / Real curb friction) for slippy curbs which affects both player and opponents
Added new traffic cars, trucks and destructible trailers. Block the road hitting the trailer and win!
Added new options to control the image: brightness, contrast, tonemapping profile and gamma correction
Restructured in-game menu for convenience
Short video of how curbside overtaking can look like
Note: slippy curbs are disabled by default.
See how different cars behave on slippy curbs
Trucks and trailers in action
Note: trucks and trailer weights were updated closer to real after recording of this video.
Restructured menu and new options for image control
Update notes from Nov 27
Changed garage to larger one. It have place to (almost) all of your cars! Now you can use right mouse button (RMB) to look around. You can use mouse to pick other car, toggle lights in garage, go to dealership or go to random road with random amount of opponents. You should try it out! :)
Added vinyl studio for player cars. Decorate your car like a real street race car! Checkout video below to see how to paint decals. Also changed color painting method for player cars. Choose any color and glance, matte, metallic factors.
Opponents on roads and tracks are now have more expressive coloring too.
This is how glow vinyl can look like:
Checkout vinyl studio and painting in action:
Happy painting!
And share your results in screenshots!
Performance optimization, part#2
Latest performance improvements
Smoother FPS and no freezes because of any in-game resources re-load.
For full game users
Please, switch to higher quality level. It must became much better! Also you can return Water reflections, set visibility to maximum, increase "Particles amount" etc.
For demo users
Game settings will be reset to lowest in case of any significant FPS dropdown on start. So, try to switch to higher quality levels, increase Visibility Distance, return dynamic Time of Day etc.
Performance optimization and visual improvements
This update is about optimization and consequent extending of Visibility distance and smoother FPS for all quality settings. Also new quality level "High" was added to play with "Ultra" image but w/o heavy soft shadows.
You can extend visibility (Menu / Advanced / Visibility) to the maximum almost w/o any performance impact.
Checked on hardware from AMD FirePro 5130, Vega7 to RTX 2060.
Note: 1st run of Demo will check performance and drop all settings to low if FPS is lower than 30. But you can improve settings further via Menu (see Quality level) and Menu / Advanved (more granular settings).
Update notes from Aug 12
Whats new
Instead of many words, just see the video how AI opponents behave now. No more stupid mistakes, risky behaviour depends on player behaviour.
Here is video of the beginning of rewriting and tuning AIs. Also it contains some of outros. This music track is also included in current update.
Improvements
Added cool outros.
Updated demo stages. Difficulty of stages is almost the same. But each stage has it's own settings to show different sides of road racing.
Added 11 new music tracks!
Re-implemented AI: both low-level traffic avoidance and high-level race logic. It's now closer to real emotions of Cat&Mouse races!
Changed traffic generation: traffic now is more predictable and more suitable for high-speed races. But even easy collision can lead to traffic travel perpendicular to the road and/or block the road. Be careful! :)
Spawn player and AIs on closer lanes initially. Other racers can even fight with each other when start with low gentle values.
Fixes
Fixed restore of player/AI cars when goes out of road. Now they will not be restored right before another racer.
Fixed bugs related to AI passing turns and other tricky places
Fixed lookback - it always fast now :)
Changing physic materials to avoid traffic jumping out of road after collisions
Fixed restore of driver hands after switching cameras
Fixed jerky in-game menu
Fixed FPS drops when interior mirrors are disabled. Now the game works really faster with disabled mirrors.
Update notes from Jul 04
This update contains two parts: driver hands and dynamic time of the day.
Driver hands
Are working in different modes:
single-hand driving,
easy driving with sliding hands movement,
hard steering with crossed-hands swap,
in-game events are accompanied with gestures.
UI controls for change time of the day
Time of the day is now visible in garage. It's set to system time from the start.
Time of the day for race can be choosen in road/track final option dialog.
Dynamic time and it's speed can be changed in Menu/Adavanced.
Dynamic Time of Day - to enable/disable dynamic time
Day Length - set day length in seconds
Happy racing!
Upgraded to new graphics
Say hi to new graphics!
1. Migrated to new rendering engine (new lighting, colors, reflections, eye adoptation, motion blur etc etc). 2. Performance optimization (new engine requires more resources). So new graphics will work on the same hardware as a previous. 3. Changed Quality presets and added more configurable graphic settings. 4. Fixed physic materials to reduce too much bouncy on high speed. 5. A bit of restyling all of the scenes, visual fixes. 6. Introduced time of day changing, currently implemented only in demo (see in next update).
Here are some screenshots!
Update notes from Apr 14
Controls
1. Changed steering method to be more smooth when controlled by keyboard. Please, change Keyboard steering sensitivity in menu if it's not good for you. 2. Fixed controls depends on FPS
Cars
1. Changed car colliders to be close to car meshes and updated their physic properties 2. Improved collision reaction for traffic (crazy steering, rolling :) 3. Added switchable real shadows for cars (see menu/advanced) 4. More improvements to car details 5. Tuned AI collision prediction methods 6. Updated exhaust backfires
Roads
1. Added tessellated curbs and extra terrain details: available via new option in menu/advanced 2. Added new scene with Seafront road: pretty and wide, ready for high speed race! 3. Visually improved roads (bridges, fences etc) 4. Updated lighting (better visual, less space) 5. Fixed tree shadow issues 6. Updated lighting/shadows in garage
Updated demo
Now it includes more powerful car and all the changes/fixes from recent build.