Indeed, eventually you know the tracks by heart, so much so that you don't need the pacing notes anymore. I'm surprised nobody thought of using procedural generation here.
It's not exactly true that you react to unknown terrain, though, because IRL there's reckons in order to make pace notes, and I suspect that rally races tend to happen more-or-less on the same roads.
PS: actually someone did think about using procgen for rally games: https://www.racedepartment.com/downloads/procedurally-genera...
First let's move WASD over to the right by one key, so ESDF.
E and F would now turn slightly.
Now let's add A and G and assign those to more extreme turning.
Is there any driving game which has done this, or at least has some sort of configurable system where it could be tried? I assume it has to exist somewhere if it is at all usable.
This may interest you: https://aimpad.com/
> Aimpad® patented technology adds full analog movement control to the traditional WASD keyboard layout
I'm pretty sure the tracks in Dirt 4 were procedurally generated. This made them feel extremely generic and bland compared to the hand modelled tracks in the sibling-series Dirt Rally.
corrected code should be
sensitivity = userpref.sensitivity * max_ang / ( screenwidth/2 )
decay_rate = 6.0
frame(dt){
dx = mouse.x - center_pos
mouse.reset()
steer_ang += sensitivity*dx/dt
steer_ang.clamp(-max_ang,max_ang)
steer_ang *= exp(-decay_rate * dt)
}