That’s very good. I find that the best test of a car sim / racer is to see if the cars will flip, but not flip easily. Took a while, but I flipped it. Beautiful.
Enjoyable. I liked the break lights everytime I hit spacebar. I managed to jump the barrier and run some laps on the other side which was interesting, but the trees were only illusory. I went right through them.
You might want to disable the skin change mid race although I enjoyed that too. Maybe the car is part of MI-6?
its a “real 3d hud”
fuel, temp, oilbar are placeholders at the moment
its based on forests raycast_car_example
actually breakes wont work, lights only
yes they have no colliders
hm, not sure what you will mean with - its a real existing car - alfa romeo giulia sprint gta 1600 build in the late 60ts by autodelta - stradale/corsa - version
Lovely. Just the right steering balance between way too loose to control and driving it hard. Nice sun flare, great colouring, and very nice HUD (the wing mirrors on both sides are a great touch). Can’t wait to see how this one develops, superb work. I’m doing an update to the WMG site tomorrow to include this, if that’s OK?
last not least im impressed what unity can do.
on my side: its a lot of work to bring it to a beta_level - cos, actually nothing is optimized / finetuned, …
That’s fantastic! … soo smooth … textures look fantastic, the car model is very cool and I like the optional skins … gear changes were cool … be nice if there was a little visible kick forward … maybe in the camera script … a little Mathf.Lerp magic could free the cam a little so it’s not so fixed … also the mouse steering although very nice is slightly problematic … as the wheels can suddenly jump to a 90 degree angle … needs some sort of restriction … min/max angle etc.
over all
totally love it … really impressed with how much work you’ve put into it
and I’m hanging out to have a go at the next version.
well thanks again, but be patient,
im new to unity → especially scripting, (have worked with another engine for years → much different .js and GUI)
so it will take a while to figure out unitys way to do things
ive added a working brakesystem - >v001
actually im working on better gearsystem - have added “N” and “R” to the gearbox so the car has only key “w” ive removed key “s” for reverse ->v002
next step better collisions → v003
in the actual version ive removed blobshadows at bridges (better performance) i will readd when ive splitted up the track (seperated “bridgeparts” for blobshadows)
im working on a nightmap too, more soon, i will post a new version when im done with v003
Awesome! Too bad I can’t drive worth a @#$! I wish there were a way to modify the sensitivity of the steering controls. I tried using my gamepad and keyboard and it was pretty hard to keep the car under control. But I love the graphics and car AI. Nicely done!
I’d say the two things that I found frustro/confusing were related to gearing.
I wanted to gear down going into a corner at high rpms, and the game didn’t simulate cars/driving in that way. I wanted to come up to a corner (double clutch) and down shift to hold up the rps but drop the speed. There could be a closer relationship between the gearing and the driving. I’m not sure exactly how the sim is working, but it’s a bit odd.
The other was having the gearbox reset to N when one hits something. Took me a while to realize what was happening. I’d rather be forced to shift back to N or 1 to start up again.
Can you force the car to “stall” if it’s in too high a gear?