That's great, as soon as I get home I will try it. If you need help with smth just ask BCS I have lots of experience with unity and godot and car physics in general
Okay I finally got a new build up which has faster cars and slightly more interesting AI, however there's a whole lot I'm not happy with. The sound for one didn't seem to like the Unity upgrade so I'd suggest turning the volume way down, and for some reason the gamepad doesn't want to work in the WebGL build which makes it really hard to drive with keys. Have a go and let me know if you agree.
Hey thanks for giving it another try, and it's good to hear that the handling is better now. I must say that this was a fun project to revisit and I would like to have another go at something like this, however I'm currently really busy with my current game Blue Sky Aces. All of my games have been made solo up until now, but I'm coming to the conclusion that this isn't a good approach going forward, as the process just takes too long, and all your decisions are made inside a bubble. I'll have a serious think about your offer once I've finished my current game towards the middle of the year.
All good, it's been quite fun to revisit an old game. The cars in theory have the same specifications but the AI cars don't use full throttle or else you'd never keep up with them. The real solution is to have rubber banding, where they slow down when they get too far in front, and speed up when you get too far ahead. This keeps the racing close and much more fun. I'll see if there's something quick and easy that I can do here to put something basic in place.