Version 0.3 - Running to Horizon


The latest version of GDSim (0.3) is now available, and the game page is now live! This update marks the official, in-development alpha launch. I think it's as ready as it will ever be in relation to that milestone. Besides, launching unfinished games is fashionable today, right? :p

Considering version 0.2 was uploaded a little over a month ago, I think approximately-monthly updates may be a rhythm I can maintain. Please bear in mind that I've never done this before (!).

Thank you for even being here, reading this!

I'm still working on things that are more or less invisible to the end user, and there is plenty of that in this update -- on the "less invisible" end, the handling has been thoroughly refined, making for more understeer when appropriate (without sacrificing oversteer physics!). I'm quite pleased with how the changes have worked out.

However, I can also proudly introduce the fourth horse in the stable...the Caper DSF 2.0GS:


I think the DSF has turned out to be a real treat to drive; something unique from the others, with its rear-mounted engine, old-fashioned specs, and awkward swing-axle rear suspension design. Not to mention the new option for top-down motoring! You may raise and lower the top at any time, sharing a button with rolling the windows down and up...which is now animated on all cars. :)

That's not all for new content! I have been working on a second circuit, but it's not quite ready yet, even for WIP status. To make up for having only the Test Circuit (which is now cozier with some new trees and props), I have added a simple yet peculiar choice for all you drag racing and freeway streetracing fanatics -- dubbed Meerbrücke.

Inspired by a location in my favorite driving sim, Meerbrücke is a neverending bridge over a boundless ocean, where you will run out of fuel before you run out of straightaway. How fast can these cars go flat-out? Now you can find out:


"But wait, there's more!" There is now rain and wet driving, new gauges, engine heat simulation, and a redesign of one of the camera choices, now called "screenshot mode" (used to take these new screenshots, naturally). The CPUs are smarter (relatively), and you can now race up to five of them.

And in the "better late than never" category, users without gamepads can now set the controls to the keyboard defaults with a couple clicks (see the dropdown at the bottom of the "Input" panel).

Enjoy! :D

NEW

  • New car - Caper DSF 2.0GS
    • Convertible sports car
    • Rear-engined, rear wheel drive
    • 130bhp boxer-4 engine
    • 900kg / 1984lbs. curb weight
  • New map - Meerbrücke
    • Endless straight bridge for testing
    • Supports CPU opponents and two-player racing
    • CPUs will drive until they run out of fuel
    • Inspired by Enthusia Professional Racing
  • New weather options - Rain and Wet
    • Extra challenge for humans and CPUs alike
    • "Rain" showcases an experimental method for beads of rainwater
    • "Wet" offers a partly cloudy sky with sunshine/stars
  • New grid options
    • "Solo" has been renamed to "Practice"
      • Lap entry now grays out to convey there is no lap limit
    • "Quartet" replaced by "Three Pairs"; now featuring six cars
    • "VS Random" - six cars, all CPUs randomized (including P1/P2)
    • Grid order is now reversed; conventional last-place start for P1
  • New (placeholder) gauge cluster for HUD
    • Coolant temperature gauge added (not just for show; see below)
    • Speedometer dial added
    • Gauges are now subject to virtual ambient lighting and illumination
    • Gauge background color and light color vary by vehicle make
  • New (placeholder) 3D gauges added for interior view
    • These gauges also illuminate, helping complete the night driving experience
    • Pressing Ctrl-H now cycles through full HUD, no HUD, and only the HUD gauges
    • Ctrl-H is also useful for the next new feature...
  • New redesigned "Screenshot Mode"
    • Press the camera button while the game is paused, or cycle cameras while following a CPU
      • An on-screen icon indicates activation
    • Standard first-person flying controls
      • "Engage 4WD" and "Clutch" control up/down (front shoulder buttons by default)
    • There are now just three standard camera views
  • Digital throttle/brake inputs are now damped (analog input unaffected)
  • Input device(s) may now be selected for "Reset to Defaults" buttons
    • Keyboard users can now easily set P1 to the default KB controls
    • P2 can be easily set to the default gamepad controls
  • "Window Up/Down" input now toggles convertible roof (Caper DSF)
    • Windows are now animated
    • Input renamed to "Windows/Roof"
    • Impact on sound effects remains the same as before
  • Added tire marks from wheelspin/lockup
  • Added tire smoke and dirt debris particles
  • Added antennas to vehicles
  • Added trees to Test Circuit

FIXES

  • "Reset to Defaults" buttons for P1/P2 controls did not work as intended
  • Race timer now begins at once for all cars on the grid, except in Practice
  • Rear longitudinal (Z) force cones displayed with "Show Forces" command now remain anchored in their correct positions
  • Corrected errors in celestial simulation
    • Solar declination was incorrect for the southern hemisphere
    • The moon's "dark" side could be visible previously because it did not rotate correctly
    • Sky gradient did not always display the intended colors/brightness
  • It is now possible to pause or return to the menu during a countdown

IMPROVEMENTS / ADJUSTMENTS

  • Improvements to CPU driver logic
  • New path for CPUs on Test Circuit, redrawn from scratch
  • Engine simulation now accounts for coolant temperature
    • Overheating will limit engine performance
  • Manual clutch control rewritten and greatly improved
    • Engagement more closely resembles the real thing
    • Now genuinely responsive to analog control
    • More effective digital control
  • Adjusted clutch torque effects
  • Handling refinements...
    • Anti-roll and damping/rebound settings are more relaxed
    • Maximum braking forces have been decreased
    • Tire pressure settings adjusted for each vehicle
    • Blackjack now has 1-way limited slip differential
  • Dynamic contact patch size increased for all tire compounds
    • Improved handling response and feedback
    • More appropriately balanced handling dynamics
  • Offroad surface values adjusted
  • Tire calculations now account for the effective radius when the tire's collision shape is "deformed" into the surface
  • Wheels can roll upon rocky terrain on Test Circuit again
    • Non-collision was only to help stray CPUs remain upright
  • Variable physics rate maintains higher values to improve physics stability
    • New "Very Low" setting updates at a fixed 120Hz for potato PCs
    • I test builds on my previous laptop, which is a Windows 7 potato with integrated graphics
    • I intend to add more performance-related options
  • Tire squeal is more audible from exterior views
  • Adjusted tire "stress" calculation
    • Tires should no longer chatter while rolling at slow speeds
  • Adjusted cockpit camera positioning to emphasize forward view
  • "Flora" graphic re-implemented in MultiMesh form; now 512 by default
    • Open to feedback; are flowers/etc. nice, or should I add tall grass?
  • Adjusted headlight and taillight ranges and angles
  • All vehicle meshes have been touched up, fixing some small errors
  • Tweaked test menu (still a placeholder, not the final design)
  • Selecting "Windowed" resets window to its starting size (1280x720)

Files

GDSim_030a_win64.zip 47 MB
Jun 29, 2021
GDSim_030a_linux64.zip 48 MB
Jun 29, 2021
GDSim_030a_win32.zip 46 MB
Jun 29, 2021
GDSim_030a_linux32.zip 48 MB
Jun 29, 2021

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