No, it works fine here. Everything looks like it should. Win7 x64. Actually, running in d3d mode and forcing vsync via Nvidia control panel seems to work pretty well. Thought I'd already tried it. Thanks for the tip.
EDIT: No, now it's all wobbly again. Strange though, first time after I switched from Glide, Taurus seemed to be doing very nicely, straight wheels and no slowing down.
Graphics are still OK, though. Those of you who still get rainbow colors, check previous pages for the kill explorer trick.
As for some speculation about why the problem occurs:
It seems the AI is tied up to the frame rate. It checks and tries to correct its position once per frame. In this game, it's often supposed to follow a scripted path, which is probably programmed into the level. However, when said path was designed, it was not taken into account that the game might be played at more than 30-ish fps. In order to accomodate higher frame rates, the path would have to become smoother. That is, one change of direction per added frame. The path, however, is fixed. So, when I run the game at, let's say 400 fps, the AI checks and tries to correct its position 400/25= 16 times more often than it should, and 375 of those times that position will be wrong. 60 fps too seems to be sufficient to screw things up. No wonder it's stressed out.
The question still remains whether this hypothesis can be used to attack the problem, though .. The perfect solution would be to limit the AI, but I'm not a programmer and have no idea if it could be done. Also, we could lock the framerate of the physics engine only. Or maybe it's possible to make the scripted path as smooth as the terrain resolution.
Post edited February 26, 2010 by Lamberghini