From 4d8da5df1ea126f2c78ccefd1b504c84c3f006e9 Mon Sep 17 00:00:00 2001 From: ohyeah2389 Date: Sat, 8 Feb 2025 01:39:06 -0500 Subject: [PATCH] Updated README to remove non-present features --- README.md | 8 -------- 1 file changed, 8 deletions(-) diff --git a/README.md b/README.md index 8a69766..f19ffb1 100644 --- a/README.md +++ b/README.md @@ -36,12 +36,4 @@ Karts operate very differently from how cars operate, and this is also true of t 🟥 **WARNING:** This kart mod is VERY unfinished in many aspects. Large parts of the visual model are missing (drivetrain, etc.) The sounds are also very rough and will likely be redone and expanded-- if not replaced by real recordings. -🟨 **CAUTION:** The grip level of the track works differently now to how it works with most if not all other vehicles in AC: 90% grip should be a good value for a moderately rubbered track. 95% represents a heavily rubbered track. **100% is an extremely rubbered track that might be very difficult to drive on and to make a setup for.** Please check your grip level settings if using the kart in singleplayer. - -🟩 The engine can stall. This is due to the fully custom engine model reimplementation I have written in Lua that the kart utilizes. The kart will spawn in with the engine off. To start it, hold the "Extra A" button (bindable in Content Manager under the "Patch" category) as you would with the engine start button on a real IAME KA100. The engine can also be killed by holding the ignition kill switch, which is bound the the "Extra B" button. - -🟩 There is no gearbox. The kart doesn't have a gearbox in real life, much less a reverse gear, so the kart in-game is locked to always be in first. To get around the issue of getting stuck in a corner when you would normally be able to use reverse to free yourself, the shift buttons have been repurposed into force application controls. These allow you to apply a force to the kart (forwards with upshift and backwards with downshift) to move your kart around. They deactivate at 10 km/h, so you can't use them for an extra speed boost on the straights. - -🟩 There is no clutch. Well, there is a clutch, but it is automatically operated by centrifugal forces from the crankshaft's spin. Pushing the clutch pedal should do nothing. It's a slightly more complicated implementation than the autoclutch system in the stock game, so it might have some weirdness, but it should overall work better and more realistically than the autoclutch system. - 🟩 There is no suspension. Karts just don't have any springs or dampers to soften the ride. However, this doesn't mean there isn't any flex or bounce in the chassis or tires. The tires have some vertical give to them, and the chassis can flex in a few axes, along with the rear axle. This is the main quirk that seperates the driving experience of a kart from that of a car, and its consequences are realistically represented here, as the kart does flex and bounce in-sim, hopefully like a real kart does. \ No newline at end of file