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  3. Update Notes for v1.04

Update Notes for v1.04

  • Level Editor: Added Teleporter and Teleporter Exit objects - both can also be animated
  • Level Editor: Triggers can now be added as animated, too - they can then also be trigger targets themselves
  • Level Editor: Animated triggers can also have disabled keyframes, allowing triggers to enable or disable other triggers
  • Level Editor: It is now possible to specify which object types activate a trigger (vehicles, animations and/or other objects)
  • Level Editor: Animations can now have curved paths between keyframes (parabolic, sinusoidal or circular)
  • Level Editor: Animations can now have a parent animation, in which case the movement is added on top of the parent's movement
  • Level Editor: Added a new dynamic mesh type: Slab - like cuboid but with a different animation rotation axis and modifications
  • Level Editor: Added support for loading up to 20 custom 3D meshes per level, (Wavefront OBJ, max 250 triangles), static only
  • Level Editor: Multiround events can now be tested alone in the editor (if enabled in the test event settings)
  • AI drivers now take a bit more fuel than before (with random variation) - underestimating fuel usage is less probable
  • AI drivers now have more random variation in the number of stops in their initial strategy
  • AI settings now allow enabling pit strategy debug and tuning initial strategy stint lengths and random variation
  • AI Editor: When Pit Testing is set to custom, strategy debug is automatically on and stint properties can be changed
  • AI drivers now follow paths slightly better (very small difference, old campaigns with AI drivers not affected)
  • Fixed active triggers sometimes shown as inactive when joining or reconnecting an ongoing game
  • Miscellaneous other minor fixes and improvements