Thursday, September 28, 2017

Confessions of an Automationeer, Part 22: Unreal Returns

Confessions of an Automationeer, Part 22: Unreal Returns

A recent update has rendered all of my UE4 Automation car designs obsolete, so I deleted all of them and remade the more notable car designs for lore's sake. The first car to be remade was, of course, the Morton Kestrel - the company's halo car and unquestionably one of its most attractive offerings. So how well did it turn out this time?


An overview of the remastered Kestrel.

To call the latest UE4 version much improved over the first public release is, quite frankly, an understatement. In a nutshell, everything not only looks better, but also works better thanks to improved balance. The presence of many new bodies and fixtures only adds to its appeal. Moreover, many scenarios from the Kee version have been carried over, with a few new ones thrown in for good measure. So what's not to like about the newest UE4 release?

As it turns out, there isn't much that needs to be improved - there are still many car bodies and fixtures which have not yet been ported over, but it's certain that this will be a priority for the developers. The addition of a campaign mode (another feature exclusive to Kee for now), meanwhile, seems like an inevitability given the pace at which the UE4 version is being developed. Those are my only complaints about it, though. In the meantime, I will continue to develop Morton's company lore. The most significant change is that there will be a new separate thread for light trucks and SUVs, while passenger cars will be described in the existing thread.

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