oldman65 wrote:Владо_Б wrote:Еverything is deliberately left like that. Тhere is no way they don't have car physics 2 in the archive. The fact that they do not want to implement it again or if they are new employees, to see what it is about explain everything. Those that give orders don't want it fixed. Otherwise the developers would have fixed it by now.
It is very possible that the previous fix is no longer compatible with the current code base. Again, my experience makes me suspect that the current dev team doesn't have a complete grasp of all the code in this area and they are having trouble debugging it. And in the meantime, management is not prioritizing it. New features are clearly their focus. Not quality code. Right now players are working around the issues, but sooner or later we will all abandon ship.
This is a core flaw. It breaks the very basic function of the game which is driving cars. They would be insane not to fix it if they could. Because if they don't, they are going to continue to bleed players and there won't be anyone left to enjoy all these new cars and features they keep dropping.
That's my take on it anyway. YMMV...
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I agree with @oldman65. From what I have seen in the past, much of the code base is C++. Given that some of the code is going on 8 years old (with some coming from A7), it means at least 3 generations of developers going through it. The code has become more and more complex and there have been so many modules added to the core functionality of 2014, especially with some of the new physics tracks and the constant re-definition of cars and their physics.
As the skid issue affects even old cars, like the Biome or the McL675, you know that somebody inappropriately reused old code in new updates or missed a dependency. In most scenarios of the bad skidding, tracks were originally given some "irregularities" in the track designs to add challenges and make players react to changing conditions. Think Tokio curbs and Nevada dirt areas. This is not just in Patagonia.
However, these additional small challenges that caused cars, originally, to have some slight movements, became death traps for some of the faster cars and got much exacerbated around the introduction of the orbital tracks and the class re-alignments when they started messing with the physics, overall. At first, after the Patagonia tracks were introduced, the McL X2 did not have problems and I remember mastering the S9 track with the X2 quite well.
So, yes, this is a complex development problem to solve and the current development team does neither have the time, nor the historical knowledge to run this problem down, effectively. Ultimately, it is a management decision not to prioritize bug fixes that take a lot of time and re-programming of recent updates. Rather, they let it go, given that all players are equally impacted. They rather give you some new cars that perform as well and have less of these issues. Now, they could change the bad cars like the X2 and make it run like the Centenario or Pagani, but what would that do, if all old cars perform the same? We just have to take the bad with the good and deal with the limitations of the older cars that now have limited use.