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LateBrake v0.5.92 — Suspension and Traction Refinement (Source-only pre-release)

SOURCE-ONLY experimental GitHub pre-release. This is NOT a playable game build. No compiled Win64 EXE, Windows installer, Android APK/AAB or installed game is included. GitHub source ZIP/tar.gz archives are not installers. This milestone contains zero executable binaries / zero attached assets.

Branch and release identity

This freezes a tested unmerged development branch from draft PR #295. The protected main branch does not acquire the experimental vehicle physics by publishing this tag. The publisher pins one full source commit, validates the owner-created PR head twice, reruns the source checks, and refuses to rewrite an existing tag or release. The previous experimental source pre-release is v0.5.91.

Changes since v0.5.91

  • Preserve qualified four-corner spring lift independently of optional driving-policy failures, using one force submission per accepted frame.
  • Qualify springs by real chassis attitude, avoiding wheel support on an inverted body; retain aerodynamic drag but remove unsupported tire rolling/shoulder resistance in flight.
  • Measure advisory launch speed from signed horizontal motion so vertical landing velocity does not count as forward acceleration.
  • Replace the global forward/nitro planar velocity snap with bounded opposing force. The separate reverse-gear safety cap remains.
  • Bound opposing-throttle braking by pedal demand, surface/tire/garage/ damage grip and accepted rear-axle support; include it in the existing same-frame cornering budget without stacking service/handbrake forces.
  • Limit the combined base, nitro and drafting propulsion to the grip remaining after actual planned cornering force and the measured rear support ceiling. Preserve ordinary under-budget straight-line thrust.
  • Damp static-road spring ray-length changes using the actual corner velocity and hit normal. Tangential uphill/downhill motion no longer creates false damping in the portable model; flat heave, compression, rebound and angular corner motion are retained. Initial-overlap rays cannot supply tangent-plane road support.
  • Carry the main-line Android viewport-action epoch fix into the draft.
  • Add strict C++20 regressions, actual Unreal-source binding checks and detailed engine/driving acceptance procedures for these changes.

What the checks establish

The candidate has 184 standalone C++20 tests and 659 Python source checks, plus documentation and PowerShell validation. The release workflow reruns the complete candidate suite on its exact pinned commit with Windows, Ubuntu and macOS portable jobs and verifies source-only release labels and immutable identity before publication.

The numerical/reference tests include changing wheel support, axle grip, boost/gear/lateral composition and independent static-plane derivative fixtures. These are not Unreal Engine 5.8 Editor/UHT/Game builds, real Chaos suspension measurements, installed Win64 playtests or Android QA. The chassis remains a simplified rigid-body prototype with ray springs, not a validated per-wheel tire/differential solver or finished racing game.

Still required before merging the physics or publishing a playable game

  1. Compile real licensed UE5.8 Editor/UHT and Win64 Game targets at the exact reviewed source revision.
  2. Author/cook the genuine circuit and produce a hash-bound Win64 package.
  3. Drive the installed candidate at 30/60/120 FPS: settling/countdown, braking, corner exits, nitro/drafting, ramps, partial contact, airborne recovery, camera, rival AI, pause/restart/recovery and save regressions.
  4. Capture actual logs/video, package/source/engine identity and hardware performance; tune the candidate values from those observations.
  5. Keep original production art/audio, Android hardware, multiplayer and stable release acceptance behind their independent requirements.

See the PR validation guide and suspension QA. Issue #148 remains open for the genuine playable-game gate. Publishing source does not close it.

Original code is BSD-3-Clause; Unreal Engine code/assets retain Epic's own license. Support: https://buymeacoffee.com/sanskarIN.

SOURCE-ONLY — NOT a playable game build — zero executable binaries. Source archives are not installers.