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Dev Blog #2 How about now? Now? Okay, now?

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  • t is maaagic...
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Posted 16 October 2009 - 07:47 AM

Spent a bit of time last night tweaking some issues I found in the latest version of RSpec. It's now properly handling rolling starts, long distances and shift points. One thing I'm finding is that it's sometimes difficult to narrow down an issue in the engine, since it's designed to handle just about anything thrown at it. Last night's issue was related to tire circumference and took way too long to find. I also added a rudimentary frame recorder to RSpec so that I can get a peek at what's going on as the engine is running. While generally considered debug data, some of the information is pretty fun to look at, so it might be somehow integrated into the game at some point.

I also tested the simulation's acceptance of the new torque modification system - and it took it perfectly. It's really odd to see how a car reacts when you throw really strange turbo curves at it. :D

Next up, I think I'll need to work on some of the data management code. Unfortunately, this is the most excruciatingly boring part - but required to maintain my sanity. At the same time, we'll most likely be tweaking the tire traction system, as it's currently a bit weak (a 400hp AWD car is destroying its tires at 50mph).

The code sits at revision 130.
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#2 User is offline   AltF8 Icon

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Posted 16 October 2009 - 07:49 AM

Just in case anyone wondered what I meant by "strange turbo curve" - here's a picture of a dyno graph. This will also give a bit of an example of just how damned cool our torque system is (and how accurate). This graph is just a sample I used for testing and is not representative of the final game product.

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