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Thanks for your comments.

I reduced the road width to achieve a better scale, though I agree the cars still feel a bit small. Unfortunately, bigger cars mean larger sprites, adjusting collision boxes, and lower FPS on the Amiga system, but I'll look into it.

The game physics are limited. The engine considers several factors (mainly mass, speed, braking force, and torque), but it’s not a simulator. Overhauling the physics would affect many other elements, including the AI cars, which took a lot of time to fine-tune. In any case, I'll see if I can implement some minor changes to improve realism.

Regarding your last point, perhaps I haven't tested it enough on a real Amiga with a joystick. I usually develop on Linux and use Amiberry for testing. The logic is there, and keyboards/joysticks should trigger the same animations, so this should be an easy fix.

Great. Glad my comments are not too annoying. It would be hard to look at a game like this and not expect Gran Turismo levels of physics. At the moment it feels like Burning Rubber on the Amiga, only in a Grand Prix Legends style 3D environment. Which feels weird if Im being honest. It maybe needs an extra push in one direction or the other.  Either more degrees of turn and a proper test-drive 2 style of reactive turning of the wheel; i.e. with a slower auto recenter.  Or make tracks more suitable to the cars, and include arcade elements such as pickups, and with tons more cars to overtake.  Like a swarm.  As soon as one car drops back by two car lengths, it respawns ahead and becomes another random obstacle.  I guess a mixture of both like the Toca Touring Car games would be a good idea.  If the cars had weight, and not just 100 tons, they could jump like Lotus 2.  This would mean you can add Rally stages and really pimp the game up. At the moment it just feels like an ok tech demo, and dont get me wrong, it is still amazing from that point of view.