WRECK VALLEY · 0.61.1 · IMPLEMENTATION & TEST REPORT

More capable driving.
Opponents you can spot.

Jev can now request boost, drift and braking. A faster local controller checks those requests against the road, grip and stopping distance. The minimap gives opponents a clear visual identity.

0.45 sNitro engaged across three live runs
1.17 sHandbrake used in short pulses
27.9 sBraking inputs, including automatic safety braking
442Automated tests passed
Updated Jev duel with nearby map and driving status

The problem was in our interface

The first integration asked Jev where to go, but its inherited road controller always disabled boost and drift. Pursuit also used the lower cruising speed, and the model had no nitro or cornering observations. This release changes the available controls and the information supplied to the model.

The existing once-per-second request now returns both a tactic and a driving maneuver. Physics still executes at simulation speed. The HUD reports the action actually being executed; a stale model request cannot bypass current road checks.

Recorded verification

This excerpt shows the updated driving and map. Final review subsequently tightened drift cooldown and ramp guards; regression tests cover those changes. Actual keyboard inputs pass through the production client and authoritative simulation. There are no position, health or clock overrides. The isolated test uses a $0.004 match limit to check automatic fallback.

Earlier recording with boost and drift activity

This earlier driving recording predates the map refresh and the healthy-car repair filter. It uses the same maneuver controller. The input counters below include all three runs.

RunApplied / attemptedBoost stepsDrift stepsBrake stepsConfirmed cost
Driving iteration 165 / 652127746$0.002693
Driving iteration 266 / 66018480$0.002660
Map-update run67 / 67625446$0.002664

A step is 1/60 second of authoritative simulation. Braking counts include local safety braking and the fallback period; boost and drift require an active model request. The recordings use Chromium/SwiftShader at low quality, so rendering cadence is not a hardware FPS result. These are automated browser runs, not human playtests.

Did the controller improve?

Six-second straight pursuit fixtureClosest gapNitro time
Original Jev controller60.0 m0.00 s
New controller, balanced31.2 m0.00 s
New controller, boost request0.4 m1.25 s

Identical initial conditions: an 80 m gap, a target moving at 20 m/s and the same vehicle physics. Maneuver requests are fixed for this isolated controller comparison, with no vehicle collision response. The improved controller can close a gap that the old speed limit could not; this is not a model win-rate benchmark.

In the controlled turn fixture, a short drift completed the turn in 1.60 s versus 1.67 s with balanced driving, with less lateral overshoot at the sampled exit. The maneuver tests also verify an on-road junction traversal and a stop before a wall.

A map with clear priorities

Nearby map: white player arrow, red opponent arrows, nearest rival label and distance
Nearby: opponents take priority.
Whole-city overview retaining the coast and island
Whole city: keep exploring.

Civilian cars previously looked like rivals because both used vehicle-colored dots. Opponents now use prominent red directional arrows regardless of paint, with a label and distance for the nearest rival. Distant opponents get edge indicators; a close-contact ring prevents them disappearing under your white arrow. Traffic, loading and wrecked markers are excluded.

The nearby view centers on your car. Supplies and garages are smaller and quieter. The range button switches to a whole-city overview with the coast and island. North-up and forward-up modes remain available; touch controls and saved preferences are covered by browser tests. The map images above use a deterministic rendering fixture.

Model probes and spending

Eight controlled-speed probes matched the requested test situation: boost on a clear straight, drift at a suitable entry speed, brake before a fast bend and balanced driving on low grip. An earlier overspeed drift scenario chose braking first, which is appropriate: the planner was reporting that speed needed to come down. This is a small integration check, not a held-out gameplay benchmark.

Confirmed browser-test cost: $0.008017. All maneuver probes, including the initial overspeed cases: $0.000521. Two typed questions use more input tokens per request, but still share the existing $0.05 match and $1 UTC-day production limits. Timeouts, stale decisions, reservations and local-fallback labels retain their existing safeguards.

Regression checks

This makes Jev a more capable opponent, but it remains a hybrid of model choices and local driving code. Longer matched-opponent rounds and human playtesting are still needed to assess overall challenge and enjoyment.