Actually, I'm not trying to compensate at all. I was actually thinking of trying to sync the in-game action with the music. Also, I want some tracks to be really big to make the grandure all that more awsome, so I need the karts to go a bit faster. I was going to make an outer space level were there is a ship-to-ship battle with lasers going on. Which reminds me:
More suggestions:
-Have a quick quit hotkey (like Ctrl-Q) to quickly exit the program from Debug mode. For track and kart creators to quickly exit the track, for testing.
-Trigger based animations and/or events(?).
-Sprint mode. One long race with no laps.
do you mean mapping the lightmap from the "nearest floor" onto the kart, or just generally checking the color of the lightmap under the kart to color it?
Well, the first option might be interesting, but the second would be more fesable, and even though it may not be as accurate as, say, Unreal Tournament 99, it would still make a big difference even with a simple integration. Maybe just make the lightmap change the vertex colors?
This could work by altering the gravity in bullet to be along the normal; although apparently this already mostly works with the current unmodified physics, the biggest issue is rather that the camera does not adapt itself properly to the angle of the road
Actually the camera works fine. I've been messing around with the nitro properties in stk_config.cfg, and making it go much faster than intended. It works remarkably well, all considered. I could raise the boost speed from 5 to about, say, 500 or less, and, excepting 90 degree walls, the collision works, especially with smoothed normals. With a boost speed of 15 and the collision works as expected. I've play-tested it a bit and really tried to make it go through walls, but it hasn't yet. I'm going to post some videos of it and show you how it works.
As far as the tunnel thing goes, yes, it has worked reasonably well, but, no matter how fast I'm going, the kart falls off the tunnel walls.
EDIT: Actually, right after posting this, I tried my tunnel track, and I was able to go all the way around on the inside. The only issue was when it got to the right side, it kindof jumped off the wall a tiny bit, but it grabbed back and keep going all the way around.