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The screen by default is comically small!

"Brake" not "break" on the controls bindings.

I turned the resolution all the way up because I hate soul.

There's a hairpin turn on map_3 where the codriver stops making calls and the rewind stops working. The exit of the hairpin is invisible until you are in it.

Overall, a huge issue for me in this game is how weak the brakes are. I feel like I can't decelerate at all. Check out modern onboard footage of rally cars and see how fast they can decelerate from a straight line speed to a hairpin or tight turn. I'd bet that your programmed max deceleration is way off. Even on loose dirt surfaces I shouldn't be having this much trouble.

Do I need to threshold brake? Is that the issue? If so I need a stronger auditory cue or force feedback.

Also, I find that I can't use forward-rearward weight transfer to my advantage at all. This leads to frustrating understeer. And then I get gobs of unwanted oversteer (basically a completely uncontrolled rear end) upon touching the brakes at all while going high speeds.

That seems to be a physics modeling issue. It shouldn't be whether I'm hitting the brakes, it should just be how the chassis is shifting weight front or rear that is affecting handling and grip. And I should experience more sliding of the rear tires during tight turns, not sweeping long ones. It's frustrating as a driver because I don't have the oversteer when I need it, then it bites me suddenly when I feel like it shouldn't happen.

When the sliding kicks in at the right time it's very natural and I feel like I can power out of it well. I'd be very curious to see how FWD and RWD handle in this.

Ok I finished the second map on the selection!

I'd like to rebind the gear shifts to my face buttons so I don't have to have four fingers on the back of my gamepad. (Or even better, let me use my sim rig!)

The pace notes are good and my co-driver is a smokin bombshell. Not so sure about my car's livery, I'd prefer something a bit more classic like Martini.

I love that you made this game and I'm feeling so much potential here. When I get locked in, I start to feel that driving flow state. You just gotta give me some brakes I feel like I'm rallying a nascar stock car with these braking distances lol!

(1 edit)

thanks very much for this feedback!

> Overall, a huge issue for me in this game is how weak the brakes are.

>I'd bet that your programmed max deceleration is way off.

the brakes where not tuned properly. what determines acceleration deceleration is ultimately the tire grip. the breaks where just set to a low value because i tuned it to my liking and got used to it.

>Do I need to threshold brake? Is that the issue?

there is an ABS system, but its not great, since the breaks were so weak, that was definitely not the problem

>Also, I find that I can't use forward-rearward weight transfer to my advantage at all. This leads to frustrating understeer.

this is interesting. i was worried that the whole weight shifting thing was too strong! the way it works now (probably not corect judging from your feedback), is that a little bit of of braking gives you oversteer but slamming it does not. the reason is that under heavy braking, the tires will `use up` all the grip applying a `backward` force, while little grip is left for steering. so most of the weight shifting steering benefits happen when your stop accelerating and improve only slightly by braking a bit.

> That seems to be a physics modeling issue. It shouldn't be whether I'm hitting the brakes, it should just be how the chassis is shifting weight front or rear that is affecting handling and grip.

its for the reason above - its not hardcoded, in fact, its all emergent behaviour from the physics model. the things that are hardcoded are the biases to make the physics more arcady. you do get a grip proportional to the weight(under heavy braking it can get like 80% weight on the front tires). its just that all of the gained grip ends up being `used up` to do the braking. now, this is how rigid body friction works, but tires are stretchy and sticky so i`m probably missing something. i have a few ideas already on how to fix this issue, or at least tune it in a way that the more you break the more steering you get(assuming thats how it works)

> And then I get gobs of unwanted oversteer (basically a completely uncontrolled rear end) upon touching the brakes at all while going high speeds.

this one is a bit tricky, im not sure why it gets so much harder at high speeds. could it be just that my surfaces dont have as much grip as other games? im using values that are slightly higher then real general purpose street tires... another thing is that the car has a lot of maximum steering, so small inputs could be doing more steering then expected.... finally, i need to try out aerodinamics. there should be a small self-aligning effect when air is hitting the side of the car, but i have no idea if it would make any visible difference without testing... street cars barely make any downforce, but something with a big airfoil would be more stable at high speeds

> FWD and RWD handle in this.

i should probably have added a toggle... from my tests its too easy to lose grip when accelerating, so i think ill need to write some sort of assist for keyboard controlling. the clutch is also too fast, so changing gears is like a clutch kick and makes rwd go sideways quite easily on some tests that i did

the reason is that under heavy braking, the tires will `use up` all the grip applying a `backward` force, while little grip is left for steering.

Ok this may make sense if the brakes are simply weak. It's like I was coming up to each corner in a modern rally car but someone installed drum brakes on it! So it was all I could do to get woahed up for the corner but I didn't have the sudden weight transfer I would get with modern racing brakes.

The physics are based on deceleration and not brake input right? Like if I was full gas through a turn then let off completely, never touching the brakes, I would still get forward weight transfer? Even without touching the brakes, letting off the gas should create a big weight transfer but I felt like handling was only notably affected by brake input.

the reason is that under heavy braking, the tires will `use up` all the grip applying a `backward` force, while little grip is left for steering.

But then this doesn't make sense, because if my brakes are so weak why are they using up all my grip? Weak brakes should only use up a portion of the grip, leaving me with grip left for steering.

this one is a bit tricky, im not sure why it gets so much harder at high speeds. could it be just that my surfaces dont have as much grip as other games? im using values that are slightly higher then real general purpose street tires... another thing is that the car has a lot of maximum steering, so small inputs could be doing more steering then expected....

I was wondering about how much my input was actually turning the front wheels. I raced in-cockpit and could see the steering wheel. When I turned the gamepad stick all the way to one side, the angle the steering wheel wouldn't move that much, maybe around 90 degrees at most? So to me that's not very much depending on situation and I didn't think I would understeer because visually I felt like I wasn't putting that much wheel into the turn.

I think the rear tires should stay more planted at high speeds due to their inertia and because once the car is at high speeds, very little of the tires' grip is being used since there's little to no accel. So they have all or the majority of their grip available to resist breaking sideways.

finally, i need to try out aerodinamics.

I'd recommend holding off on aero until you're satisfied with the current modeling. Just pretend the car is like a rally-prepped Ford Focus with no aerodynamic mods. Any aero on that is ignorable.

I'm curious to give it another shot if it gets tweaked more, cool to see a new sim model being put together.