Hello, this is my first post here, so please let me know if I need to change anything about it, or if you have any additions or edits you want to make. I do hope that you developers will see and maybe even use this post as a kind of "to-do list" or suggestion box (On a side note, I've been developing 2-D car models and simulations for about 2 years in the program Algodoo. Most of the things I say here are from my experience as a developer) I've had the game for two days now, and I've had about 16 hours play time... So these are the things that I would consider changing or adding (and many I have developed myself for 2-D physics)- I've made keywords bold for easier reading Part 1: Things I love <3 I'm deeply impressed with the level of realism for the deep sand, mud, and water physics (eg it will flip the car if you slide into it sideways because the outside tires sink) The handling was much better than I expected, and as a whole, the vehicles feel as if they are made from a real frame. Like every user, I find the graphics are stunning- Bravo! I've built dashboards before in 2-D, and I'm very glad to see proper instrumentation in the 3-D models in Drive. Drive train simulation is also great The oases in the test map are a brilliant idea and they look beautiful. It's easy to tell that the developers have put lots of time and effort as well as love and pride in this amazing piece of software! Part 2: Major Additions to the Game- I only have these in this post for organization; I don't expect to see very many of them I know this is already on the list, but there needs to be a new sound engine. Precipitation could be really nice- even dynamic friction changes in the map (eg caves are unaffected) (along with the precipitation, working wipers would be cool) A customizable on-screen HUD would be helpful for knowing things about gear, transmission mode, etc. A possible addition for tire physics could be temperature (and with that, smoke could ploom up at high temperatures during burnouts or crashes) I know there's ABS in the game, and I think TCS could be helpful for tractoin All the time I'm getting stuck or want to speed the car up instantly, so I think the ability to edit the car's vectors (through a menu) would be helpful and fun As a solution for my perceived disorganization of Manual/Automatic transmission, I suggest simply Torque Converter or Clutch options for cars, and then transmission mode will take over for shifting Graphical input mapping (which is a duh) Possibly smoother menu transitions and better temporary window management Randomly generated maps? Aerodynamic simulation on a basic level (and with that, true wind simulation) Soft body trees (if they aren't) Water particles and wave effects (or wave physics) Refraction and reflection of light in water or on reflective surfaces (if Torque 3D supports it) Sounds for EVERYTHING- I'd be glad to produce some! For mesh improvement and faster development, the use of tessellation could be beneficial Hard-bodied traffic to reduce CPU usage and reduce loneliness Crash dummies as a vehicle extra Ability to increase simulation precision for prerendered or slow motion scenes Paint refraction (like in Forza 5 - see trailer) Built-in tutorials for the editors Customizable vehicle mechanics (eg gear ratios, engine performance, tires, and suspension, rwd/fwd/awd/4wd, etc.) Crash detection (and optional automatic slow motion) True turbo simulation (with turbo lag etc.) Cross hair and context menu integration Esc menu with options to all of the little menus (eg Ctrl+W, Ctrl+E, Ctrl+O, editors, etc.) Pre-defined "shatter points" where glass/plastic/liquid particles will be emitted during a crash for more convincing destruction (eg for lights, mirrors, popping tires, etc.) License plate randomization (or customization) Ignition systems for all engine types Interchangeable engines (with tolerance of up to 2 cylinders difference) Operational power windows, doors, sunroofs, etc. Simple environment destruction (eg fences, signs, small trees, bushes, tire trails, etc) Vehicle selection menu with vehicle preview (something like Midtown Madness 2) Crash Textures on car parts Dirty cars and tires (along with temporary handling changes because tires hold mud and water for a few seconds) I know this one's already planned, but shattering headlights and windows Bursting tires under extreme forces Fully customizable joystick and wheel support (with all the settings you could ever want...) Ability to quickly change strengths of car meshes or environment meshes BOATS WOULD BE SO NICE if the water physics and effects work out If we have boats then we need to be able to tow them (especially because there are already hitches) Wheel blur- I've done it in 2D but I don't know much about 3D blur in real time Part 3: Minor Additions, Fixes, and Tweaks [edit 1] Camera movement with G-Forces when camera is inside car (possible program controls are "movewithgforce" Boolean in camera code) [edit 1] Slow motion turns off on vehicle reset, because it's hard to crash when velocity is 0 [edit 2] Camera more stable with speed changes (especially if position has been changed by user) [edit 2] BlinkPulse input variable resets when a blinker is turned on Better controls for slow motion; Alt+arrows doesn't work so well when you're trying to drive Dashboard is always lit Dashboard is not quite as fuzzy when lit Better starter motor logic Better method for parking brake (possibly gluing the bottoms of the rear wheels to the frame or suspension) Working mirrors More stable cars at high speeds Vehicle reflections blocked by other parts of vehicle Sirens for the police Grand Marshall Dashboards always a level up on texture scale Ability to enable X360 controller in-game On X360 Controller, pressing R3 enables a short delay where the stick becomes numb. This would prevent any stick movement from interfering with the newly reset camera position. Dragging vehicle with mouse (like in RoR!) Optional precision increase with slow motion increase Better clutch engagement script for automatic and auto-clutch transmission modes (I base mine like this: Clutch Engagement = Accelerator Axis + True Speed of Vehicle) [Ability to use 100% GPU if it's not my bottleneck] Automatic transmission mode switches to reverse too soon. Easier static car spawning Ability to chose default car to spawn with Smoothed out dashboard needle movement More crash particles at lower speeds (especially on cliff map) Ability to add dead weight to vehicles Ambient occlusion Continuous skidmarks drawn from point to point in a line (maybe with tessellation helping out) Sometimes on Normal or High lighting settings, headlights flash rapidly Car windows could use more prominent paint schemes Optional Auto-brake to prevent rolling when speed is low for automatic transmission mode Increasingly limited steering as speed increases (with max degree levels) Yellowing grid on test track with and without SSAO enabled Windows' size adjustability Moonhawk and big moving truck cause a slowdown (for me) Automatic transmission decisions based on true speed rather than wheel speed (because it's a fictitious assist anyways, right?) Vibration torture tests (like cobblestone roads) Ability to quickly reload entire simulation Car direction stays same during reset in place Faster and slower camera movement through keys like Shift or Ctrl Ability to reverse axes of camera movement Fix for taillights showing through dirt, mud, and sand effects Part 4: Some Vehicle Ideas Mitsubishi Lancer Evolution equivalent (low to the ground, not so powerful, handles well, strong body,etc) Luxury sedan like Rolls Royce Phantom Bring back the rock crawlers? High and low performance convertibles with moving roofs [edit 1] Bigger more modern trucks like Ford F-250 or Dodge Ram equivalents Edit Log: 0: 93 ideas (10-12-13) 1: 3 ideas (10-13-13) 2: 2 ideas: 1 removed (10-22-13) If you have any suggestions, comments, or reactions please post below!
By Lancer evo, are we talking the rally machine inw hich they are as stock? or the modified street rippers?
About the dragging part... you can go into editor, select your vehicle, click the move button (I don't think it matters which move button in which tool matters, you could figure it out) and you can throw your car around, up and down... You know. It's fun. But I hope they add your idea too. It was much easier.
Cruise Controll got created via mod, same with HUD Aside this, good suggestion list. I would add one thing: When you hit the gas and get faster, the camera is always moving to the left, which is damn annoying.
Well, there could be both with all the customization Gabester puts in! (But on a personal note I always admire the stock piece of engineering, so I'd prefer the normal version)