SlotCar WIP 2
Uploaded to first post.
- First select a track with the up and down cursors
- Press 5 to zoom into the terminal
- Press 1 to plug in the controller and put car 1 on the track
- Press 2 to plug in and add car 2
- Press cursor right and left to change cars
- Press SPACEBAR to toggle split-screen
- Press CTRL to get car one going
- Press KEYPAD ENTER to run car two
F1 info
F12 resets the game
F10 no crash cheat (in for now, for testing) Turned off each track change. There is no other way to tun it off.
The game starts with the foreign stock cars. press left cursor to change to minis or right to change to F1 carts. The minis are the easiest to control. Though they spin out at the slowest speed of all, they accelerate slowly and decelerate quickly. The stock cars are the medium difficulty, as they accelerate more quickly and can take the turns faster than the minis. The F1 carts are the hardest as they accelerate very fast and coast to a stop the longest.
Much interface work needs to be done, including a proper car and track selection screen, a car adjustment shop, and genral presentation and stats. Also more collision detection work needs to be done.
Adding a second car is optional. You can run just car 1 or car 2.
The spinout speed is going to be based on curve radius of course, and the radius of the track sections in so far will be some of the tightest, but now is set to hold the car at near full speed. Not so close to full speed that all you have to do is let up and coast through however, you will need to slow up before as well if going full speed.
After a crash, you will be put back at the exact spot you left the track in 2 seconds.
The pivot point is of course the pin in front of the car (under the front axel) that sets in the slot. This means that the tail of the car will swing into the outside lane on tight turns, such as the ones used so far. If you bump into the other car when it is at a curve, it is possible, if you are going faster than it enough, to make it crash.
The first track, the short track has a crossover so you will change lanes, and both cars can be in the same lane as the other. The second track has no crossover and unfortunatly ended up with a lane advantage and needs to be adjusted, as all tracks added in the future will need, with crossovers or the correct ratio of inside and outside curves to make the slots equal distance.