away from the kart), so that it's hopefully a bit easier
to get slipstream.
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plunger-in-face time somewhat.
Atm you can test by pressing F1 in a race (which I'll remove soonish).
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the stk_config file.
Note at this stage no tuning of easy or medium level was
done, this version should behave the same as the hard-coded
version.
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InterpolationArray. This class is now used for the skidding probability
of the AI and the turn radius of all karts (which depends on speed).
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first player (i.e. slightly rubber-banding the AI).
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graphics after a skid configurable - though atm this is still
set to the same time, so no noticable difference.
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some discrepancy due to smoothing of camera movement). For now
enabled in stk_config.xml.
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aligned with the graphics again). That _may_ help with controlling the
kart better after skid. Testwise enabled by default - feedback welcome.
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a kart needed 2.0 nitro in order to use a zipper), but won't be used if items
to avoid are close by (since zipper make it harder to avoid them).
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are close, which results in the AI getting the bad item when
trying to collect the good one. Some refactoring of code by
adding a hitLine function to Item.
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(instead of "const int MAX_NITRO = 16" in moveable.hpp).
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of 40%. This allows longer skids in wider turns (e.g. hacienda).
2) Improved skidding decision when sharp turning is required:
on sharp turn when already skidding, wait till an 'even sharper'
turn is required, which (usually) means that then the AI is
nicely aligned with the new track direction when releasing skid,
which makes nice use of the bonus and the additional rotation.
If not skidding when sharp turn is required, don't even start
one.
3) Prevent AI from skidding 'against' track direction (i.e. track
is turning left, but AI tries to skid right). This happened
before (e.g. when slightly adjusting steering) and caused
rapid left/right turns (and skid/stop/skid/stop sequences).
4) Allow some steering in wrong direction when skidding (to allow
for some incorrect estimations, and to avoid skidding on/off
sequences when only minor corrections are necessary).
5) If adjusted (i.e. taking the skid steering reduction into account)
steer fraction when skidding is too high, stop skidding.
6) Re-enabled braking when AI is not aligned with track direction.
7) Improve debug output so that only a state change (skidding to
non-skidding and vice versa) triggers output (instead of output
every frame).
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to work while a speed increase is active. This simplifies
existing code (for slipstream, nitro). Additional engine
force is also added for skidding, which should make
skidding more worthwhile (since usually adjusting the
heading when stop skidding will use up the actual bonus
speed).
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* Requirement set to 0 until there's a structure in the order
we want challenges to be completed.
* Times based on a few rounds without cheating[1]
[1]: You can cheat in Black Mansion by just going straight ahead
in the hill after the start.
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