Technical specifications
I don't know if that title makes sense, but if anyone has a better suggestion, let me know. Like I said in the main page, I'm don't know anything about coding,
but still I decided to add this section, where I explain how different things could be done. maybe they make sense, maybe not.
Terrains
Here's an idea how to code different terrains. Every terrain would have 4 statistics: Grip, softness, depth and bumpiness. Grip is the initial amount of traction on
surface, there would have to be some statistic for each tyre type, that affects this number, so slicks would get better traction on tarmac, but lower traction on gravel
and mud. Softness would be compared with the weight of the vehicle, to decide how deep it sinks. Again, I'm not sure if that sentence made sense, so lt me give you an
example: Picture a mud road, put two cars on it, car 1 is light, so it doesn't sink too deep. Car 2 is very heavy, so it would sink in to the mud until it rests on it's
chassis and is stuck. Moving faster would reduce sinking of course and sinking deeper would make the car go slower. Also when sinking deeper the car would also gain
more traction, especially sideways. Depth would be the maximum depth to sink, so if there's only inch of mud, you could travel it with any car, but it would be slow.
And finally bumpiness, which in addition to your suspension statistics would affect grip, always negatively.
That was hard to write, but I hope it made some sense and you can get some idea of how the game engine could work from it.