Racer
-----

Racer is a free car simulation for Windows, Linux, Mac OS X and SGI IRIX.
See the website for many details: http://www.racer.nl/

Additional credits for 3rd party materials:
- Sound support uses FMOD (all platforms)
  see http://www.fmod.org
- ODE physics library (made by Russell Smith)
  see http://www.q12.org
- Certain functions created with help from Magic Software,
  see http://www.magic-software.com

Ruud van Gaal
MarketGraph B.V.

--- LOG ---

Racer log
---------

v0.5.0 final
------------

Fixes:
- Autoshift doesn't shift out of reverse/neutral anymore
- Better Join/Host multiplayer handling. On Mac, you'll have to use
  racer.ini's multiplayer.server_remote to specify a remote server.
  Host/Join now actually works at once. Try it on a LAN first though.
- Better collision response (some ERP changes in debug.ini)
- Improved keyboard.ini (but totally unrecommended)

Features:
- Improved multiplayer prediction code; cars move smoother
- Multiplayer smoke
- Multiplayer wheel heights; wheels don't sink in track

Known bugs:
- Replays don't work for multiplayer.

v0.5.0 beta13
-------------

Fixes:
- The Fer312 car.ini had a typo; locking_coefficient
  should have been locking_coeff.
- Typing 'P' twice during a replay would turn the realtime
  back on, and getting back out of the replay, realtime
  would be catched up, giving incorrect superfast responses. 
- Using Shift-R now doesn't cause bad replays anymore. Simtime
  keeps on running when Shift-R is used.
- Wheel<n>.x offset now added to suspension location, instead
  of just being reset to 0.
- Replays could crash at the end.
- JPEG loader works again
- Using a brake model works with projective shadowing.
- Tire forces were in the wrong direction

Features:
- Added function motion plugins. (data/plugins/*)
- Improved locked wheel behavior
- Nicer smoke

v0.5 beta 10-II
---------------

- Fixed bug where a car could drive on indefinitely in a large
  turn with some initial speed.
- Degenerate splines detected and skipped
- Degenerate track triangles detected for car-road touching.

v0.5 beta 10
------------

Fixes:
- Car-track collisions are a lot better; using ellipsoid collision
  shape instead of box. See also debug.ini's collision.* variables.
- Shift-R/Shift-P now reset the car's velocities. A bit more stable.

Features:
- The differential can be attached to any set of wheels. Use
  differential.output0 and output1 to select the wheels.
- Pacejka camber coefficients are checked at car load time. If they
  look suspicious, a warning will be generated in QLOG.txt.
  Suspicious means that Fy or Mz decreases with added camber. This
  may give an indication of Pacejka values that use a reversed
  lateral axis.
 

v0.5 beta 9
-----------

Mac:
- Controllers are now searched for by product and vendor id;
  the controller index system was too problematic.

Fixes:
- Projected shadows now also work on remote cars

Features:
- Projected shadows now lighter for transparent areas (windows...)
- Debug text (^1-^9) are scalable (racer.ini: stats.scale)

v0.5 beta 8
-----------

Beta 7-II : Fixed roll torque bug
Beta 7-III: Fixed sound bug (for hardware accelerated boards)

Fixes:
- Splines on Nurburgring are now much faster
- Spline bug fixed near start/finish
- Suspension min/max limits now handled better
- Handbrake is no longer limited by the maximum brake torque
- Smoke while driving in reverse
- Incompatible cars can no longer be selected (in 'Select Car')
- Track lighting direction is now derived from the sun
- Using the clutch controller overrules the autoclutch.
- The joystick utility (Windows only) now correctly reports all
  axes. Just the last DX8 incompatibility straw.
- Low speed & torque damping to get rid of low-frequency wobbling.
- Suspension is now compressed in the car selection screen.

Features:
- Projection shadow of car on track
- Replay buttons auto-hide
- Digital controls can be turned into analog values using
  'make_analog=1' for that control. For digital gamepads etc.
- Controller input and output now independent of framerate
  (see racer.ini:controls.time_input and time_output)
- Control's 'sensitive_rise' and 'fall' are now independent
  of framerate. Their effect has changed (you may need to tweak
  them to the new system).
- Multiplayer improved; now both client & server see the cars.
  One on one only currently! Very rough stuff though.

v0.5 beta 6/7
-------------

Beta 6 was Mac-only. To avoid confusion over features, beta 6
was never released on the PC.

Incompatibilities:
- Rollcenter used to add the suspension position. This didn't seem
  that logical so the addition is now gone (!). This means that
  for every car.ini, you need to retweak the roll center. To get
  pre-beta6 behavior, add susp<x>.x/y/z to susp<x>.roll_center.
  This now makes the rollcenter's base the nullpoint.
- Track and car id's must be used from now on.
- SGI release has been dropped.

Fixes:
- Fixed yaw torque bug; cars would spin under braking too quickly.
- Fixed telemetry; CG height was calculated incorrectly.
- Fixed automatic shifting; wasn't running.
- Fixed magic drive bug; when one side of the car had a
  lower suspension Y coordinate, the car would start to
  drive by itself. Also had some impact on weight transfer.
- Fixed weight transfer bugs (all directions)
- Fixed anti-pitch weight transfer bugs
- Fixed track popup objects
- Fixed bug in automatic shifting; erratic downshifting.
- Fixed spline offset bug; small fluctations from poly to poly.
- Several small fixes & enhancements.

Features:
- FMOD updated to v3.6 (all platforms).
- JPEG files now accepted on Windows/Linux/Mac. Note that JPEG
  does not support alpha channels. Also don't use colorkeying
  in JPEG images; JPEG is too lossy for that to work.
- Telemetry now fully functional onscreen.
- POV following; see racer.ini (controls.pov_follow); allows head yawing
  to follow the steering wheel motion in car cameras.
- Helicopter camera view. Press C twice.
- Audio system upgraded to cache samples with the same filename.
- Car selection now sorts by name
- Car selection has 2 more lines: credits & comments
- Roll center debug displaying improved.
- Low-LOD steering wheel possible (steer.model_low) for outcar views.
- View elements can now be tilted; view<v>.elt<x>.xa (and ya, za)
- Linux version now has working fullscreen.

Mac version:
- Support for sound (FMOD3.6)
- Support for USB controllers; Thrustmaster Modena 360 Pro control set created.
- Now also has working fullscreen.
- Multiple mouse button support (used to only see the primary button)

Notes:
- The 350Z car.ini has a typo: susp_rear.anti_pitch=0.5 instead of anti_pitch-0.5

v0.5 beta 5
-----------

Bugfixes:
- Fixed camber bug; camber was converted twice from radians to degrees
- Fixed trackcam bug; used to be able to crash quickly when switching
  from car to track cameras on tracks with few cameras.
- Fixed point_to_point bug; on every save, TrackEd would enable
  point_to_point. (A-B tracks)
- Replay buttons look a bit better.
- Improved resource releasing to avoid memory leaks.
- Some other small bug fixes.

Features:
- Last track is cached. Quitting to the menu and restarting on the same track
  (or watching a replay on that track) doesn't need to reload the track.
- Parhelia Surround Gaming support (3 monitors) (gfx.ini:resolution.monitors)
- Telemetry screen (^9). Still being worked on.
- Carlswood is the new default track.
- Buzzbomb's Ferrari P4 is the new default car.

v0.5.0 beta2
------------

Bugfixes:
- Toe on rear wheels didn't work
- Engine mass is now added to the body
- Aero was twice as much as it should be
- Gear velocity didn't match actual velocity.
- Specular hilites were awful from trackcams.

New features (physics)
- Driveline redesigned for more flexibility, clutch etc.
- Analog clutch
- Analog handbrake implemented?
- Free shifting possible (ActLabs Shifter etc.)
- Smoke bug fixed for older drivers/cards.

- Camber calculated for the wheels vs. track
- Static wheel camber
- Camber change / suspension deflection
- Camber change / steering degree
- Camber change / caster

- Engine stalling is now possible
- Starter engine; press S to use the starter (if present)
- Smoke bug probably fixed for older drivers/cards
- Velocity is taken from gearbox (not the body velocity)
- Force feedback at low speed is filtered to avoid shaking
- body.restitution_coeff is used again (wasn't in v0.4.9)
 
Additions:
- A-B tracks now possible (non-closed)
- Upto 3000 track objects possible (was 1500)
- Replays can now be exported to .tga files (in data/dump/)
- Replay markers are used to limit exports (not saves though).
- F12 saves a screenshot in data/dump/ (as a Targa file)
- Car camera movements using the numerical keypad.
- Modeler: translate operation added
- TrackEd: no spline limit anymore

Misc:
- In replays, P now means play/slomo (was ENTER)
- ENTER in replays now reselect the last button clicked

Changes in car.ini files:
- differential.ratio is now used instead of gearbox.end_ratio
- differential.inertia is used for the ring gear inertia
- audio.ini and env.ini are now included in racer.ini for simplicity

v0.4.9
------
Bugfixes:
- TrackEd's Batch ASE import contained a texture bug.
- ASE importing could lead to alpha=0 in the diffuse color,
  which would render an object fully transparent (invisible)
  when rendered from certain track points (tough one). If you
  have this problem, reimport the ASE files.
- The FMOD dll and .so (Linux) had division by 0 bugs and have
  been replaced with newer versions.
- The mipmap and trilinear features in gfx.ini weren't
  correctly applied.
- TrackEd: Sky bug fixed (moving around didn't move sky well)

New features (physics):
- Anti-roll bars added to the physics engine.
- Dampers are now MUCH more stable (implicit integration).
- Ackerman steering is now possible.
- Much improved collision detection response. Thanks to
  Russel Smith's ODE library (www.q12.org).
- CarLab: Analysis button added which gives info on the
  car, like weight ratio, suspension critical damping etc.
- CarLab: a button to modify the weight ratio of the car
  (is otherwise quite some work)
- AABBTrees for the track introduced to even out and speed up
  wheel-track collision detection.

New features (graphics):
- Vertex color support (see the
  new Carlswood track, downloadable at Strat's site).
- TrackEd/Racer: Driving line overlays possible (decals).
- In gfx.ini, mipmap can be set to 2 to use more linear filtering
  (instead of 1 for nearest filtering, or 0 for none at all).
- Sun (with whiteout and editable flare in gfx.ini)
- Lens flares
- Skidmarks (for settings, see gfx.ini)
- Fog is now defined per track instead of globally.
- Separate brake light models.
- Separate front light models.
- Separate wheel brake models (that don't rotate along,
  but do steer with the wheel).
- Basic replays possible (press F2); thanks to Mitch
  for providing the buttons.
- GUI improved; buttons that may be clicked with the mouse,
  and selected with TAB/Shift-TAB and ENTER.
- Improved reflection map (full use of the texturemap).

New features (audio):
- Frequency upgraded to 44.1kHz.
- Music possible in section (menu/racing/replays). MP3/WAV etc.

New features (misc):
- Keyboard support (I still think driving with the mouse is easier)
- Wingman Force 3D joystick control set.
- Gravis Eliminator Aftershock control set.
- Updated Guillemot Ferrari wheel control sets.
- Fer312 car attached. It now has a setup very similar to an
  existing GPL setup from Alison Hine. There are still some unknowns.
- Sound playing in the original v0.4.8 had a bug, which could
  give you no sound. This has been fixed.
- Pacejka editor now works for the most part (except Save).
- Thrustmaster Nascar Pro Digital wheel control set added
  (thanks to Adam Light).
- UDP output possibility of the acceleration forces and car
  orientation. This is done to facilitate any chair control
  that you may want to do (!).
- Ini files can now refer to trees with '~' (and overrule).
- Replay viewing from the menu

Changes:
- TrackEd now defaults to flags=0 when importing objects. This was
  done because a big Monza import gave more objects to turn off
  than to turn Collision and Surface flags on for.

New requirements:
- DirectX8 (for DirectInput)

v0.4.8
------
Bugfixes:
- When the car bottomed out, the wheel could get stuck
  for too long and gave strange forces, making the
  car seem to float or fly.
- Ran Purify on Racer and this caught a lot of tiny bugs. Fixed
  those and some memory leaks.

New features:
- Improved spline handling using full 3D surface patches;
  retry the Oval once more and you'll feel the difference.
- Surface detection; multiple track surface types
- Kerb force feedback effects (thanks to the above)
- Added the Evo6 as the new default car. It can show off more
  of Racer's capabilities than the Ferrari P4 can.
- Full 3D cockpit is now possible (separate models, 3D dials etc).
  You can specify a special incar model for detailed cockpits.
- Steering wheel model possibility added (the Evo6 has one).
- Physics option to use suspension force for load instead of
  direct tire forces. Idea by Paul Harrington. See debug.ini's
  use_susp_as_load. Perhaps gives more stable grip.
- Basic UDP multiplayer facilities for LAN networks (no dropped
  packets are traced so it will probably do very bad on
  modem connections). Not much yet, don't hope for too much.
- Improved envmapping; now also possible on transparent windows
  on multitexture-capable boards.
- Collision detection improved; it's harder to get stuck now,
  either in the railing or in the track itself.
- 3D sound (using FMOD) on Windows & Linux (see http://www.fmod.org)
- Upgraded sound system to 16-bit, 22kHz (upgrade those samples!).
- Music possible in the menu; no music is included because that
  would make the download bigger. Check racer.ini's menu.music.
  Streaming MP3, WAV and some others are supported.
- Toe in/out for each wheel
- FOV settings added for each car camera
- Added an ActLabs Force RS FF control set. Note these things come
  in various configurations. I now have a shifter, and support for
  it will be added in a future version.
- Added a Microsoft Gamepad control set.
- TrackEd adds batch ASE import (useful for people making new tracks)
- Modeler can set shininess per material now.
- Modeler can edit ambient/specular/diffuse/emissive color per material.
- 'F' in Modeler toggles current-material flashing.
- Optimize in Modeler improved.
- Carlab fixed to give correct car camera views.
- Carlab can now edit the car camera FOV.
- Carlab's dialog now shouldn't disappear on Win98 machines.
- Ran Purify on Racer and fixed quite a number of bugs that it found.
  Has run cleanly through Purify (and you don't know how
  clean that feels!).

New requirements:
- A TCP/IP network protocol, because every game now behaves
  a bit like multiplayer.

v0.4.7:
-------

Bugfixes:
- Modeler's ASE loader improved (had some bugs with some models,
  esp. with UVW unwrapping); also improved the optimizer to
  handle the new methods better.
- TrackEd & Modeler popup dialogs are now not overdrawn anymore.
  This problem was most apparent on Win98. It is a driver problem
  still, but I'll just circumvent it then. :(
- Debug output to COM1 is now optional (setenv QDBG_COM=1).
  This may resolve problem with wheels that are hooked on COM1.
- On Win98, a lot of people had trouble running Racer more than twice.
  My sound code is better now, in that COM is uninitialized at
  exit time. This is likely to fix the two-time running problem.
- FF jittering at low speed is damped more.

New features:
- Added a new friction combination method, courtesy from
  Gregor Veble for the idea, which gives better behavior,
  meaning more warning before the tire starts slipping.
  This friction method is now the default. It resembles
  very much the method from chapters 24/25 from Brian Beckman.
- Mipmapping, trilinear and anisotropic filtering support.
  See gfx.ini's new options.
- Aero drag for the body
- Wing aerodynamics
- Engine torque reaction on the body (like in GPL)
- Improved skid sound code (I think).
- Support for more than 1 controller
- Dual controller controlset for Logitech FF wheel
  and CH Pro Pedals (courtesy from Alison Hine)
- TSW2mod controlset (courtesy from Uwe Schuerkamp)
- Non-linear control support (variable from linear to non-linear)
- Improved the JoystImm utility (Win only) so it now handles
  more than 1 controller (you can select it).
- Improved TrackEd movement and selection
- Car selection screen
- Track selection screen
- Best laps are recorded per track (10 per track) and per driver
  (just 1 driver for now in data/drivers/default)
- Some transparency support for the cars. Still rudimentary,
  but working a bit.

v0.4.6.1:
---------
- Fixes major grip bug; now it finally feels a bit realistic.
  You now get twice as much grip, like it should be.

v0.4.6:
-------
- Last-minute fix of a major bug on Linux where you would get
  only 1 texture for the track and 1 for the car (ugly!).

New features:
- Environment mapping on the cars; nice reflections.
- Splined surfaces; much smoother surfaces. Retry the oval!
- Separate specular highlights; creates specular highlights
  on cards that support it (on the car for example).
- Differential improved; viscous locking (but slippery).
- A horizon is now possible (the original sky is included
  in Carrera, although I also tried a sky from GPL's Silverstone
  with success)
- Ferrari 312 '67 car added, thanks to Neil Bainbridge
- Lotus John Player Special '72 car added, thanks to Christoper
  A. Landt and Christopher M. Steed
- Modeler can now import .3do objects (from GPL for example).
  It converts from a tree to a flat object, so don't think
  it can import tracks. Only recommended for small objects.
- Modeler can now select materials (reflection mapping
  is defined per material).
- TrackEd has been enhanced for spline surfaces, better
  trackcam editing (preview) etc.
- Further enhancements here & there (it's not so easy anymore
  to get Racer to 'lock' when the car gets out of control)
- Source of D3/QLib library and EGL (extending OpenGL for OpenGL1.2).

v0.4.5:
- Rendering optimized a little.
  It now sorts by material, made some 10% difference on my O2.
- Texture loading optimized.
  Multiple occurences are only loaded once. This was previously only used in TrackEd. Should load (much) faster now and use much less memory. If you previously tried to convert tracks like Monza, try again; this version should be much better.
- Differential code has been placed in. It's quite beta, and will exhibit quite a few problems while driving (or should I say trying to drive).

New features:
- Linux version added! Not a fully compilable version, but perhaps interesting for future serving of races. Strangely enough, the Linux version was up & displaying in 3 days. No sound yet though. Any takers?
- Collision detection (car vs. track). A bit crude still; no angular impulses yet (and no angular rotation collision prediction). Thanks to Dave Eberly for his OBB-Triangle detection code.
- Power oversteer.
  Note the Ferrari is quite heavy and requires some pushing to make it spin out from a start. The addition was possible thanks to a friction curve which specifies maximum friction based on the slip velocity. But oh gosh, ofcourse there's too much oversteer!
- Lit tracks; some lighting can be added to the tracks (it's on by default).
  Although subtle, it does add a bit of flavour. To get lighting to work on old exported tracks, use TrackEd, select your track, and click 'Add Lighting'. This will process all track .DOFs and add normals so that lighting works correctly.
- Transparent track objects (fences and such).
  Although the rendering order is not be correct in all cases, alpha rendering is supported. For .BMP texturemaps, any purple pixels are made transparent. The bridge rail in Carrera for example. Note that half-transparent textures (if you use .tga files) will not render in the right order.
- ACT Labs wheel control sets were added (thanks to Dedlast)
- Logitech wheel axes support.
  The Logitech wheel used slider axes and these could not be specified. Support was added. Use 'slider0' or 'slider1' as the axis name in the control set files (no Logitech ctrlset exists yet; please send one to me if you get it working)
- More axes are supported; the Logitech wheel uses a slider axis, and this was not recognized. Now if someone can do a control set that I can include... (use slider0 or slider1 instead of the regular axes, X/Y/Z/RX/RY/RZ).
- Full compilable source available for Win32, SGI and Linux.
  I might have forgotten things, or getting it to work is (very) unclear. Mail me with what you had to do to get it to compile, or what your problems are in getting it up, so I can make it easier for future releases. Warning: it might be a bit of a mess right now; didn't put enough time I guess into testing and searching for omissions.
- Force feedback improved.
  I now have friction working to get rid of the loose feel at low speeds. Look at the msff_ff.ini file in data/ctrlsets for some new parameters.

TrackEd changes:
- AI waypoint editing now possible (consisting of direction markers and left/right road markers; possible speeds are learned by the robot drivers).
- Camera handling is now a bit where it should be; not too much funny alpha stuff. It's ok to do your own track camera's, in fact, I'd love to see what you make of it, since I don't really put time into those much.

v0.4.1:
- Tire model enhanced with lateral force buildup, with thanks to Chris West & Gregor Veble for the help
- A lot of variables are shown; a bit too much for the casual driver. :)
- The laptime is back; it was there, but culled out by mistake.

New features:
- Track cameras! To show off, it starts in trackcam mode by default, hehe. Press C to switch to car view (and C again to switch back). Track cameras are still in beta, they will be enhanced soon with a couple of extra features.
- SGI version now available.
- Guillemot Ferrari control set (thanks to Shane Lowry)
- Applying the friction circle is optional; try debug.ini's car.apply_friction_circle and set it to 0 and 1; see the difference. Understeer or snap oversteer? Hm... In my opinion, WITH the friction circle on it's much to slippery. WithOUT it is VERY understeering.
- Some extra documents collected from Usenet discussions.

v0.4:
- Pacejka tire model; better than the original curves.
- Force feedback! Yes, with Pacejka this was a piece of cake. HOWEVER, the response I feel with my MSFF wheel is too late. Will have to do some future prediction like GPL, but how...
- Optimized triangle intersection; your FPS may go up quite a bit.
- Engine torque curve normalized, with a torque factor to get the maximum torque.
- Released a small track called 'Carrera'; very cute, and it contains a bridge where you can drive under and on. So it's basically Suzuka ready. :)
- Physics of the Ferrari once more revised (for Pacejka) so it now weighs twice as much.
- A shadow is projected onto the ground. Looks much nicer.
- Shifting with buttons.
- Mouse support (select the mouse controller from Config).
- A digital clutch has been included (it's analog, but handled in a digital way).
- Engine inertia added; the engine must now spin up as well as the rest of the drivetrain.
- Engine rpm is better simulated.
- A crude open differential is simulated.
- Wheel lock is handled better; you used to be able to steer the car even with fully locking front wheels.
- Bug fixed; QLOG.txt could get uncontrollably large on Windows systems. Limit is now 1Mb.
- Source code included (not yet compilable; more coming later)

v0.39.2:
Bugs resolved:
- Shift-R / Shift-P now work completely fine. The suspensions wasn't reset completely when in bad shape.
- Drivability is a bit better, though perhaps you might want to tweak the braking parameters.
- Camera following is now correct, no more run away cams
- Installer path fixed; should now create correct shortcuts (tested in Win2000/95)
- 1st frame had no track for collision; this caused the massive helicopter flight
- 1st frame quaternion matrix was off; 1st frame was badly oriented
- Grid/pit positions and timelines were rounded to ints, are now floats
- Suspension could get locked indefinitely, this caused strange bouncing
- 4WD was accidentally turned on, hehe, it's now rear wheel drive.

New features:
- Car is lit (looks a bit better)
- Wheel models!
- Camera 10 (key '0') is an in-car view (sort of)
- Fog introduced; you can turn it off in gfx.ini
- Brake factor introduced in the physics to get a means of brake balance

v0.39.1:
- Shift-R / Shift-P now work far better; they also reset
  the suspension and wheels.
- The car's physics have been tweaked a little bit.
  It's a bit more drivable now.
- No display lists are being used; this didn't seem
  to make much of a difference on my card, and it
  saves a lot of memory (I tried a lap on Monza,
  but it was swapping too much at 256Mb). And no,
  Monza is not downloadable on my site (on others
  though).
- Timing is improved; it should have better resolution
  now. Although you won't see it through the car's
  behavior, the Physics% and Graphics% are much more
  stable now.
- Icons are created in the installation. How handy!
- Curved was missing from v0.39. My mistake.
- The camera pitch has been improved, and you should
  be able to see more clearly now where the car is
  going in the default view.

v0.39:
- Added info on track timelines used in Racer.
- Timelines also really work, so you can now drive an actual lap time! (best lap time is shown under the current lap time)
- Physics engine reworked to use quaternions (the car's body now has gyroscopic precession as well).
- Gravity now always point down (not that it won't flip! ;-)
- views.ini file; it's now possible to create dials, timers etc. in a very flexible way.
- Roll centers for the suspensions
- Actual camera's from the car.ini file are used (keys 0-9)
- Grid/pit positions (easily created from TrackEd too)

v0.3 (28-01-01)
- Bugfix: body gravity now points down always
- Pitching of car; an American-style jumpy car was the result :)
- Rolling of the sprung mass
- Tire rate suspension; the wheel is part of the suspension
- Small simple track model (create by a Racer .trk file)
- Controller configuration for quite flexible controller setups

v0.2 prerelease (13-10-00):
- Slip ratio/slip angle model to be able to use real tire test data
- Better integration; fixed simulation frequency (100-1000Hz); editable
- Body stub graphics
- Frames/second counter (a bit jumpy)
- Fullscreen possible
- Wheels graphics may be replaced by .ASE model files (3DS Max for example)
- Front wheel drive works reasonably well (modify testcar.ini)
- Joystick/wheel controller input (Win32/DirectX7 needed);
  MSFF split axis only
- Very simple suspension system and graphics; mostly non-functional yet
- Curve editor to create and edit curves for slip ratio etc.
- More camera viewpoints
- The Racer modules are now put into a library (for multiple apps using
  the Racer universe, like the Car Laboratory).
- Very crude rev-limiter (if rpm>max then torque=0)
- Car Laboratory Win32 car editor; skeleton mostly

v0.1 (30-08-00)
First release, some turning, throttle etc. with mouse.

