Another couple of bugs I've noticed, AI cars seem to be speed limited at around 170-180kmh, no matter how fast the AI line is, is anyone else getting this? Also, force feedback seems to be partly switching off at between 170-180kmh, not completely switching off, you still get tyre forces but it feels like it's switching the wheel friction off? Noticed this with several cars/tracks, hover around that speed and you can notice the wheel feel like it unlocks then locks up again as you go below the speed, enough to throw you off road in some places.
EDIT: Turns out the AI speed thing isn't a bug. From racer.nl:
ai.max_velocity; when loading a default AI file (data/tracks/<trackname>/ai/default.ini), the velocity must match the capabilities of the car. An AI file was probably created by driving a specific car, not always generating suitable velocities for the car you're editing. When no specific AI for this car is present, default.ini is loaded, all velocities are normalized (the fastest speed becomes 1.0) and the velocities are then regenerated using:
So, putting max_velocity=70 in the ai section of car.ini will let the car top out at 150mph, just like it used to do :tongue:
Also the car select screen still seems to crash sometimes, usually after quitting a race and trying to select another car.
Also, I put the old X-Type on track with the new one, the old car always uses the new one's steering wheel model/shader. If I load it on its own it renders with its own steering wheel like normal. Both cars have different IDs and names, both models are AR'd. Haven't noticed it with other cars - it doesn't matter because I'm not keeping the old version, but I'd like to work out what's causing it.
And there still seems to be some issues with gauges. a couple of times I've had cars spawn with no incar gauges or 2D HUD or otherwise some controls (such as the lights) will suddenly stop responding - again, this seems to be caused once the ghost car spawns, usually once that happens Racer crashes when I try to exit the race.
How much electronics does, or should, Racer simulate, as opposed to mechanics?
Any computer based physics simulator is using mathematics to try and mimic the behavior or something in the real world, whatever you try and simulate it's going to be 'faked' to some extent - you're trying to get numbers to match what happens in reality. The point is about being able to add parts of that simulation which are missing, or simulating some parts closer than we're able to at the moment.
Ruud has said for a long time now that the source code will remain locked, even if it was available there would be very few people who would have the knowledge to use it for a genuine reason. At least with some kind of plugin/script system we'd have something to work with.