Version 0.4 - Autocross and Auto-saving
Version 0.4 introduces some very significant new features, including save file functionality, customizable car setups, and support for user-created content in the form of autocross! A common theme here is learning to work with external files in Godot. There is also a new car, which fills another niche to put my simulation to the test; a second circuit still under construction but ready for racing; and a MacOS export!
For the list of notable changes, see the bottom of this post.
Autocross
For many, this grassroots motorsport is an introduction to competitive driving. The basic rules are: pass through the designated checkpoints, and don't hit any cones! You may have heard of gymkhana, which is a similar sport involving more tricks to demonstrate driving mastery. Autocross and gymkhana are unique for their emphasis on precision maneuvers in close quarters, using cones and/or other temporary objects to designate the course limits.
GDSim now looks for PNG files in the /autocross/ subdirectory, and can interpret images as pixel-based instructions to lay down objects and custom checkpoints. In practice, your favorite image editing program is now a custom course creator! For this feature, I've added a new map with a large asphalt lot -- simply called Autocross (for now?). Point-to-point runs, circuits, free untimed layouts, or wide-open driving are all possible. Unfortunately, the CPUs and player two are not invited.
See the included "instructions.txt" file and color key for details on how to create your own layouts. You may also take a look at the example layouts in their PNG form.
Inari CA2 GT-S
With the DSF occupying the role of a rear-engined car, next on the list was a (rear-)mid-engined model -- to test and showcase the differentiation between the two, as well as the front-engined Blackjack. I am very pleased with how the CA2's dynamics have turned out already, and it is more competitive than its engine specs might suggest. Its compact dimensions and low polar moment of inertia make it a great match for autocross/gymkhana.
Car Setups
In the /setups/ subdirectory, you will find CFG files for the cars in GDSim. These are template setup files, to be modified in a text editor -- I have intended to implement a GUI in the future, but the text-based format makes it easy to save and organize multiple setups (selectable by name in the game). When the game is running, you can edit files without harm and restart a session to try your changes.
Looking to shave some tenths off of your record time around Test Circuit? Are you a "stance" fan? Want to make an offroad buggy out of the DSF? For performance or for style, you may now tweak some parameters to your preference.
Save File
The latest big feature to fall under the "better late than never" category is the implementation of a save file. Most settings are now saved to a file in the regular directory; no digging around in a hidden user directory. I will do my best to maintain compatibility with future versions, but I put the file in the executable directory so that it is more convenient to delete in case of any problems.
NEW
- New car - Inari CA2 GT-S
- Compact sports car
- Mid-engined, rear wheel drive
- 125bhp inline-4 engine
- 975kg / 2150lbs. curb weight
- See readme for more details
- New map - Autocross
- Large asphalt lot with the ability to spawn custom course layouts
- Sample layouts included in the new /autocross/ subdirectory
- Create your own layouts with your favorite image editing program!
- See the "instructions.txt" file for more info
- New map - Runabout circuit (work in progress)
- Still under construction, but playable
- To be formally introduced another time
- Custom vehicle setup functionality
- Setup CFG files may be tweaked with a text editor, then selected by name from the Session panel (multiple setups supported)
- Files are kept in the new /setups/ subdirectory
- See further instructions in the included template files
- Save file functionality
- Most current settings are now saved to a file, including controls
- Deadzone settings are now remembered and saved
- DZ setting will be wiped if a digital/KB input is assigned
- "Steer Left" and "Steer Right" still have separate deadzones
- Indicator lights
- Battery = engine is stalled
- Fuel = low on fuel
- Thermometer = engine is overheating
- Brake = handbrake is engaged
- All will turn off when the ignition is turned off
- Engines now emit steam/smoke when totally overheated
- The DSF does not do this because it has an air-cooled engine
- New options available from pause menu
- Master volume
- Camera field of view (FOV)
- Map selection preview images added
- Anti-aliasing option now available (2x or 4x MSAA)
- Clutch analog input curve can now be adjusted
- Implemented loading screen (experimental)
- Incorporated tentative project logo and title
FIXES
- Deadzone settings are now remembered and saved (as noted above)
- Corrected raindrop collision margin for windshield on Urban, Vuono, and Works
- DSF's convertible roof rejoins windshield a bit more consistently
- CPUs use more throttle on straights
IMPROVEMENTS / ADJUSTMENTS
- Adjusted engine heat accumulation and cooling
- Re-synthesized engine sound samples
- The Hunter and DSF now have separate samples, as they should
- Menu rearranged and revised; still not the final design
- Adjusted lighting on tire smoke
- Revised Lupine Vidya logo
Files
Get GDSim
GDSim
Driving simulator prototype made with Godot
Status | Prototype |
Author | Wolfe |
Genre | Simulation, Racing |
Tags | 3D, Driving, gamepad, Local multiplayer, Physics |
Languages | English |
Accessibility | Configurable controls |
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