News Liste City Car Driving

Developers diaries #34
City Car Driving
20.09.24 12:36 Community Announcements
Here are slightly updated frequently asked questions with answers, new questions with answers, and if you missed it.

New Questions



Games on the UE engine often have problematic physics. Have you addressed this, perhaps with a dedicated physics module?

Absolutely. We have our own settings and enhancements for the vehicle physics engine. Specifically, on the UE side, we have overhauled the Chaos physics engine globally, as Chaos was not well-suited for vehicle simulations. We also integrated physical simulation improvements from other projects within our company for more accurate simulation. Compared to the first CCD, the physics have been completely revamped, affecting both player vehicle simulation and traffic behavior. Traffic vehicles now lean during turns, suspension works during braking and acceleration, and player vehicles have updated physics. Suspension is fully simulated, wheels can slip, axle drift can occur, and realistic simulations are applied for front-wheel, rear-wheel, and all-wheel drive.

The city seems "sterile": road signs look factory-fresh, for example. Will this be addressed?

Not specifically with the signs. This is a deliberate decision: we consider that different players have different hardware, and this can affect graphics quality. There are devices that meet only the minimum system requirements (we'll provide more specifics before the Early Access release), and such elements could reduce the readability of signs during gameplay. As for the city, while we haven’t focused on this in our development logs, the roads already have textures and various small debris. Level art work is ongoing.

What is the target audience? There are games like BeamNG for physics and cars, and Forza for graphics and cars. What is CCD for?

For traffic simulation and a variety of activities.

Will there be a projector for the windshield in the game?

Not at the moment. But thanks for the question about customization elements; when we get to customization, we will definitely remember this.

Will there be hands, feet, and body of the driver, and thus animated gear shifting, etc., in the first-person view?

Not in Early Access. We’ll look at community requests later. This is a somewhat controversial aspect for us.

Will it be possible to drive public transport and create your own routes on the map? And at what stage will this be implemented?

If by public transport you mean buses, then no, this option will not be available. We are not aiming to be a BUS Simulator. However, in some form, there will be opportunities to work as a driver for passengers (such as taxis), and something close to that. When this will be implemented is still uncertain.

You can read more questions and answers on the City Car Driving 2.0 page.
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Release:03.11.2016 Genre: Simulation Entwickler: Forward Development Vertrieb:keine Infos Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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