At some point I will make the engine work on Linux, but for now, it runs with Wine just fine.
nothke
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Thanks for the feedback!
I don't think spec17 is undriveable, it's just you have to unlearn what you knew before. There are major 2 factors influencing the handling change:
- now the car has much less drivetrain inertia, the old car took forever to get to 100 because the wheels were very heavy, so it was pretty slow at start, making those slow sections easier to handle
- Grip now depends on suspension compression (previously power was delivered constantly as long as there are wheels in contact wit the ground). So now, the engine wobbles as it goes up and down bumps, and Monty is very very bumpy so the car goes oooOOOoOOOOooOOOoo a lot now. This makes power application spotty. I will be improving on that in future builds.
Yeah I know Tsubasa now handles a lot better than default car.
Handbrake never existed, it was always broken :D Will be coming soon actually :)
Too bad to hear about ultrawide and dust, I will test on wide windows. You can move the camera offsets in the config.ini, maybe put the camera closer and offset higher, and lookAtOffset higher (the second value in vectors is height).
Yes for reverb in tunnels :)
Btw I put another build up, so go ahead and try it again. spec17 is a bit more agile now.
What a cool little sandbox! It's like a sibling of our little game Jamsterdam :)
Thanks for that info about uploading to BBS, I'll look into it when I have time.
The info sign is a joke supposed to be Finnish sounding English (Finglis?). If you say it in phonetical Finnish it will sound like English, so:
Keys: arrows to drive, x to start rally, z to handbrake. You steer better off throttle and handbrake even more. Be fast.
Hi, sorry for the late reply, I was on vacation.
Yes, stuck inputs means you have controller attached, see here: https://github.com/nothke/shakedown-docs/tree/master#inputs-are-stuck-at-50100
See about here about rebinding controls: https://github.com/nothke/shakedown-docs#rebinding-controls
For reverse you have to go down in gears, by pressing "<" by default. I will add automatic reversing when stopped and holding back in one of the next builds.
I cannot reset to nearest track point yet, but you can press F to unflip if you end up upside down.
The new build will have persistent best times. Coming hopefully today.
Hi. Sorry for a late reply. The game supports most analogue inputs including wheels (you need to configure axes through config.ini). But it doesn't have any force feedback, so it's not really a wheel friendly game. You might be better off playing with a gamepad for now. in planning to add force feedback in the future.
Maybe you have a controller attached like a steering wheel? Some controllers use 0.5 as the "idle" position for some axes. If that's the case, you can either unplug the controller or edit the axis bindings in config.ini to something that's not an axis on your controller (set axes to -1 for example).
Thanks for your thoughts!
Struggling with particles? Hmmm, I don't have that problem even on my 6 year old laptop. Are you also on a laptop with 2 GPUs? It's quite possible that the game is using an integrated GPU instead of a dedicated one. When the game starts alt+tab to the console and see what it says on the top for "GL Version:". If this is the case you need to go to your windows "Graphics Settings" and set the game to performance mode. This is an annoying problem with OpenGL - it has no control over which GPU is used, the OS is the one which decides.
Falling off the map: Yeah, I should add some fail safe for that, the track is really not finished tho, it's all WIP, a lot of objects and props are missing, and those include stage blockers as well preventing you to stray too much off track.
Thanks for that suggestion, I added them here in the docs: https://github.com/nothke/shakedown-docs#rebinding-controls


































