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Dear patrons, 002 is here for you to experience. I've added a new region to the map and finalized the new gameplay with the victim car which is activated once the power is turned on. 

As in v.0.0.1  you can press "POWERON" and then "PLAY" and the victim car will be roaming the game's world. You will have to help the victim car escape from the enemy car to gain it's drivers trust and if you succeed, it will lead you to a new place (and unlock a car upgrade). Of course you may also explore the new region without doing the victim car mission - it's accessible via the big dam, where there used to be a barrier in previous versions. 

I will be updating this post with much more information in the coming days. Enjoy the new additions and please feel invited to share your thoughts, opinions and questions.

download: https://we.tl/t-reFG7hL0Fa

[Edit] 12.08 - 13:30 CET - Uploaded a fixed version - (there were bugs with the T613 music and the victim car, which would spawn when it shouldn't)

[Edit] 16.08 - As promised here's some more detailed information about the game and this update in particular:

* The victim car, when driving away above a certain distance from the player, will drive more erratically, making nervous steering corrections - this slows it down and makes it easier for the player (but also for the chaser!) to catch up. There's also additional braking applied so you have a better chance of catching up.

* Often, people are wondering what are the cars used in-game so here's more information about their real-world counterparts and the values used in the simulation:

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Player car: Skoda 120 (S body type)

weight: 950kg (without passenger) - 41.5% front

layout: R/R

engine: 101Nm torque @ 3500rpm (111Nm after engine upgrade)


Black car: Lada 2103

weight: 950kg (without passengers) - 60% front

layout: F/R

engine: 110Nm torque @ 3500rpm


Orange car: Dacia 1300

weight: 950kg (without passengers) - 60% front

layout: F/F

engine: 105Nm torque @ 3500rpm


Victim car: Lada 2102

weight: 950kg (without passengers) - 60% front

layout: F/R

engine: 90Nm torque @ 3500rpm


**All cars above have 170/70 R14 tires and use the same aero resistance values


New enemy car (T613): Tatra 613-1

weight: 1670kg (without passengers) - 45% front

layout: R/R

engine: 265Nm torque @ 3500rpm

tires: 215/70 R14

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* It was quite difficult to set-up the T613 for the game. It's massive torque made it slide out of control when steering through twisty roads and during u-turns. Effective braking was also an issue due to the weight of the car - the brakes would often lock making the car unsteerable.

While it's very fast on straights, you have a good chance to escape it on roads that have many bends and inside villages.


* As I wrote in the previous post, building the new region took a lot of time. I always start with placing the roads and testing  to see if it's fun enough to drive on them. While most of the used roads that also exist in reality somehow "feel" right, from the start, it's always a challenge to create fictitious roads. Those eat up a lot of testing time and need a lot of iterations before driving on them feels more natural.

After that it's time to see how the AI wil cope with the new roads, which means more testing and placing additional information for the AI (telling it where it has to brake sooner/later and where it can cut the corners more/less). 

When, the roads are set, it's time to sculpt the terrain surrounding them. This basically means "gardening" work which includes manually sculpting cliffs and rocks and placing the different types of trees. To save on performance, in some cases I'm using groups of trees that I then have to manually rotate so they fit the terrain underneath.

When that part is finished there's the texturing work to be done: painting rocks, grass, mud, puddles of water, garbage, roots on the ground. And then placing all objects like guardrails, powerlines, buildings etc...

When all that is done, I go back to the roads and sculpt the bumps and holes in them. And then finally bake the GI overnight.

Comments

Anonymous

Link machine broke

Anonymous

I don't know much about torque, but what does the 10 extra torque do from the upgrade? Is it like better acceleration?