Hmm well how it currently sits, the cars were mellowed a bit, they can still reach insane speeds though. I give full permission for anyone to re-edit this to be more realistic, but it's general purpose as I can create it is ridiculous fun and a track to try to complete without crashing the car and becoming a huge fireball. Note also that the car can accelerate in mid-air! I didn't put the original script together, as well but now that you mention it, it should accelerate to the front rather than the current direction. That might be more complex, and the script rather relies on running lean and fast. Just adding different checks required tweaking the multipliers up to get the same boost effect out of them.
Although Dead3yez and myself gave this a go on multiplayer, I really didn't notice that there was a massive difference in speed other than whoever could actually keep the car on the track seemed to do better. Since I go in for twisty slippery tracks, raw speed really isn't a major factor for this mission. See the first half of the alpha video.. death is common on one section of the track, simply due to the tight turns and ample debris it is difficult to drive at full speed without losing control and crashing.
I do have a feature request open on the A2 community tracker that could help do away with alot of the scripting, as I requested uncapping the maximum speed in the configs. http://dev-heaven.net/issues/show/6040
Having this completed would obviate the need for scripting hacks, as a simple config.cpp would have all the values to get faster cars. I also put in for removing or nerfing the turn-brake, or slowing the car down when the steering is at an extreme. If BIS can do these things, we won't have to worry about such things as someone has more FPS than you and so gets the speed boost more often etc etc..
Given the current acceleration script, the car rather acts like a 4WD and considering it is a rally mission it's easier to pretend that is indeed the case. I'm not sure that the script i'm working with could really be applied to realism too much. I got the car accelerating in the right direction, thanks for pointing this out! It can still accelerate in midair though. Still working on that one...
Completed waypoints and timing scripting for all four players.
Known bug leftover: If AI is left in control, it will slowly plod through the track. I could use a way to check if the driver is AI or player and tell AI to go climb a tree.
Remaining TODO before release (almost there!):
During testing with Dead3yes, it was really apparent that there would be deadly crashes throughout many of the rougher points, regardless if you were trying to be careful or not. Respawn points were suggested, and these need to make it in before the release.
Note: Manually placing all of those waypoints for each player is a bit of a pain, I need to see about finding a better way so that rally missions can be created with just a little effort instead of a huge massive effort.
Found ability to disable AI for MP missions in description.ext. AI will only be present in editor, etc.
Also found workable respawn. If you manage to destroy the car it will respawn with you. If you only damaged it, you will need to repair it. I need to find a way to also repair the car on respawn so that you aren't penalized twice for a total of 40 seconds to respawn from death and then repair the car.
Another problem that cropped up was that if you merely roll the cars onto the side, you are effectively stuck. I recall seeing a script someone made to flip the car back onto it's wheels, i'll have to hunt that down next.
I found during further testing that the repair script was missing on respawned cars. I fixed that problem, however can't get the car to flip back over reliably. Instead, you must suicide, and the same repair/death/etc penalty is exacted.
Since this is as far as I wanted to take it for the moment, I am going to wrap it up and release the public beta.
Public Beta Test:
Well it looks like the bugs aren't fully worked out. When are they ever? Had a great time with a fellow from France, and we had lots of fun even though we couldn't really communicate well.
1) respawning with a flipped car doesn't always work. Will have to use car abandonment method provided for in simple vehicle respawn script.
2) Need to retune vehicle respawn speed, as it takes a while for the inits to kick in and let you back in the car.
3) There currently is no reset for disconnected players, so others joining in may have a broken, rolled vehicle possibly in the middle of nowhere. Will need to reset timers too.
4) Time announcement needs minor edit, shows everyone "You finished with time....", need to use player's name for this announcement.
5) Complete time comparison and scoring, or make method to simply store a continual list of times and drop the scoreboard. I did note that players are rather volatile, popping in and out at all moments in time. If they actually finish the race, they could get their score posted.
6) Maybe add time score saving to file for a goopy yummy bit.
7) Reset players that completed the race so they aren't tempted to turn about and play chicken with the other racers!
Best time update:
New best time is 502.324 seconds - 8.5 minutes - 1 crash requiring repairs to continue, multiple minor crashes.
1.05 handling improvements beat out the initial beta improvements, and you can actually keep the cars on the track!
Also noted - maximum speed dropped to about 230km/h, so it looks like BIS is doing more in frame 49... probably related to the handling improvements. I believe I will leave the speed script as-is, as the handling is manageable at this point.