reset behavior, and manual timer
For the most part the reset behavior, as well as the behavior of connected objects when toggling between spaysmode and normal mode has been reorganized to be more stable. The logic is in there, but occasionally a glowing ring will stay glowing when it shouldn't, despite the code being in multiple places to turn it off. This must be related to the order of execution of code and how the change in transform of the player and the objects results in some code being skipped?? I have no idea. Inside of a single block of code, some things will work and others won't, for no reason I can see. But by now,, you would have to try most of the ways to reset and toggle modes before seeing where the weights or bays are unusual. The worst case scenario is that the ship is connected to a distant object, which the player accidentally moves without seeing that it is connected, but I have only observed some glowing rings remaining since my last changes.
I've also added an option to manually activate the racing timer, rather than having it depend on there being a race. THis might be nice for players who don't want to place rings, and instead want to just interact with the environment, but have some way of guaging their progress.
It will probably be some time before I figure out how to store times. There are no "levels",, every course would be built by the player, so saved times would be somewhat arbitrary in the framework. Best laps are also not distinct,, instead while in a certain race or timer mode, the last 5 laps are displayed, but once a timer or race mode is switched, or the level is loaded, etc. the timers are all erased. However,,, if a snapshot is taken, or if a video is taken, this timer will be displayed and you can always store your best times with a recording of the performance,, or keeping a notepad somewhere that you manually save them. Ultimately I would like to have it stored in a list that keeps track of the scene, the savename, the racestyle, the timer style, the date and time of the performance, ,, and then have this be something the player can revisit, export, share, etc. As I can't even figure out how to make it so that the player can click on the saved games to select them,, this may take a while.
I'm most happy about the large placeable rocks I've included, as they make it possible to construct stony passages to fly through.
If I had a dreamsheet ,, it would have PID stabilization for rotation stabilization. Presently there is no "rotation stabilization" or "Velocity stabilization" for the drone, as I do not want it to simply be "unity friction". If I could figure out a system that would work on a real drone, using PID stabilization, then I would include that, but for now it will remain manual.
Get Ace Racers SP
Ace Racers SP
space drone racing practice
Status | In development |
Author | tsmspace |
Genre | Simulation, Racing |
Tags | 6-axis, joystick, newtonian, Physics, rockhopper, Space, Space Sim, trainer |
More posts
- summary of some recent changesJan 28, 2024
- config revampJan 04, 2024
- rotation assist updateDec 24, 2023
- rubber ducky testDec 17, 2023
- experimental tunnel sectionsDec 14, 2023
- changes since last updateNov 30, 2023
- "export to path" option in main menu exportNov 17, 2023
- training levelsNov 13, 2023
- Officially ready for initial playtest!Nov 02, 2023
- Some toggles in the options, instead of keypresses onlyNov 01, 2023
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