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Re:A chill driving game with procedurally generate scenic la... by picture on Sunday October 23, 2022 @11:54AM (#33307875)
There is a cruise control option to the lower right. You can choose a slower speed
Re:A chill driving game with procedurally generate scenic la... by TheRealPomax on Sunday October 23, 2022 @02:11PM (#33308939)
Sure, but if the title of the site is "slow roads" and it's billed as "slow and chill", then careening down a road with half your car in the oncoming traffic lane at 80 miles an hour by default is not a good default.

It's a bit like a "ambient study music" site that plays darkstep with flashing lights when you press "just play me something to study to" =)

Re:A chill driving game with procedurally generate scenic la... by anslo on Sunday October 23, 2022 @04:18PM (#33309908)
Ha, true. I'll see to making it a little less reckless, and probably give a setting to have it follow a lane, if it isn't too difficult. The idea of a "slow road" is more about taking the scenic route - back roads like these tend to have some of the highest speed limits, at least in the UK.
Re:A chill driving game with procedurally generate scenic la... by em-bee on Sunday October 23, 2022 @04:49PM (#33310134)
i found the bus averaging 80km/h pretty realistic. what felt wrong was the acceleration. it would go to max speed on a straight road even if there was a curve just a few hundred meters ahead. perhaps reducing the acceleration when autodrive is on will help.

maybe you can add a self learning component. every time the vehicle bumps the barrier, it was going/accelerating to fast.

Re:A chill driving game with procedurally generate scenic la... by nomel on Sunday October 23, 2022 @05:56PM (#33310668)
> maybe you can add a self learning component

Basic physics is also pretty applicable here. ;)

acceleration = velocity^2 /radius

with a simplified

max friction force = coefficient of friction * car weight

And to tie them together

force = mass * acceleration

Re:A chill driving game with procedurally generate scenic la... by TheRealPomax on Sunday October 23, 2022 @05:13PM (#33310304)
Here in Canada 80kph is the maximum for back roads, but when it's twisty by nature, or it's straight with a few turns but has a cliff to one side, that road is a 60kph road. Add most of the time anything S-bend or hard turns will be on a 40kph advisory.

No going 115+ in a blind corner over a road that will launch you off the side of a mountain if you steer poorly =D

Re:A chill driving game with procedurally generate scenic la... by huhtenberg on Monday October 24, 2022 @06:51AM (#33315023)
Don't know whereabouts you are in Canada, but in BC and Alberta all speed limits are excruciatingly low. So much so that it's a norm to drive 20km/h over the limit on the highways and the police won't bother at all until it's an excess of that.

This also makes for an excellent emergency budget fill-ups at the end of the quarter - just set a photoradar in the 50 zone where everyone everyday go 80 and, voila, - no deficit.

Re:A chill driving game with procedurally generate scenic la... by rob74 on Monday October 24, 2022 @05:38AM (#33314533)
> back roads like these tend to have some of the highest speed limits

I assume that's because there are some roads still left where they're trusting drivers' common sense to not try to drive as fast as they're theoretically allowed to.