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LateBrake v0.5.93 — Suspension Handling and Win64 Evidence (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-generated source ZIP/tar.gz archives are not installers. This pre-release has zero executable binaries / zero attached game assets.

Exact unmerged development source

This release freezes one reviewed revision of the still-draft PR #295, not the protected main branch. Publishing source does not merge four-corner physics, complete a playable game or declare real hardware qualification. v0.5.92 remains the preceding immutable source-only snapshot.

The version publisher must authenticate the live owner-created, same-repository PR and exact pinned commit, confirm these release notes byte-for-byte in the tagged source, rerun the full portable qualification, and reject attempts to retag or silently replace an existing release.

Improvements since v0.5.92

Opposite-pedal and sideways-slide recovery

  • Classify engine braking using the measured signed longitudinal speed. A vehicle moving almost entirely sideways can still request drive torque without falsely activating opposing-direction braking.
  • Keep actual opposite-pedal braking when the signed forward/reverse motion really opposes the command; preserve rear-axle traction, grip and service-brake precedence.
  • Avoid charging engine heat for throttle input that the opposing-brake policy explicitly prevents from reaching the motor. Cover forward and reverse regression scenarios at 30, 60 and 120 FPS.

Physically delivered drafting HUD

  • Report only the drafting motor-force fraction that survives the same shift, rear-wheel load, surface, collision damage, engine heat and traction limits used for the real force submission.
  • Preserve the original nitro/drafting shared budget, race authority, lap/checkpoint validation and saved progression.

Inspectable handling evidence for a future installed game

  • Add bounded non-shipping LATEBRAKE_DRIVE v=1 diagnostics using the existing suspension event cadence: signed driving speeds, yaw, throttle/steer input, loaded axle limits and actual branch-authorized motor, service/opposite braking, lateral and yaw force requests.
  • Add strict offline scripts/AnalyzeDriveTelemetry.py validation of malformed/contradictory force records. These are requested forces, not measured Chaos acceleration or independently proven driving feel.
  • Add a drive-audit command to scripts/Review-WindowsPlaytest.py. It binds the exact log bytes to a schema-2 runtime receipt and the complete SHA256-checked Win64 candidate, engine Build.version, original map and source commit. --require-player rejects logs containing only autonomous-rival samples. Reports always state gameplay_verified: false and ready_for_release: false; editable files and matching hashes do not authenticate a real playtest.
  • Expand source-only unit tests and Windows physical driving acceptance guidance without introducing extra shipping physics or runtime features.

Verified scope and strict limits

The exact reviewed source must independently pass 184 C++20 CTests on each of Windows, Ubuntu and macOS, 679 Python source/fixture tests, PowerShell packaging-policy checks and the complete documentation build. These checks establish source behavior and safe test fixture interpretation only. The publishing workflow must repeat the checks for the exact candidate SHA before making the source pre-release visible.

None of this is a successful Unreal Engine 5.8 Editor/UHT/Game build, a genuine cooked circuit, installed Win64 racing, rendered graphics, Android device QA, calibrated tire physics or a verified game installer. The prototype still uses a rigid Chaos chassis with experimental four-corner ray springs; it is not a finished AAA racing game.

Remaining acceptance before playable release or physics merge

  1. On an owner-authorized licensed UE 5.8 Windows runner, compile and validate the exact draft PR using trusted Unreal validation.
  2. Build and cook a genuine original Win64 circuit, preserve the complete package and exact source/engine/map SHA256 provenance.
  3. Drive and record 30/60/120 FPS settling, suspension travel, braking, reverse transitions, sideways recovery, grip-limited turns, drafting, camera, rival AI, pause, restart, checkpoints and save progression.
  4. Inspect genuine observed gameplay and the private hash-bound diagnostic receipt; reject unstable physics, frame stalls, missing assets or unverified game binaries. Test Android separately.
  5. Retain issue #148 as the playable release blocker; do not publish a stable game or merge the unqualified physics simply because these source checks pass.

Original authored source: BSD-3-Clause. Unreal Engine and Epic assets are subject to their own licenses. Project support: https://buymeacoffee.com/sanskarIN.

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