Decoded from SKIDMARKS_CD32:
- Computer drivers: the path of nodes laid 2 game units apart along
the middle of the road, with side points 1 unit in from each wall.
Drivers aim four nodes past where they'll be in four frames, or cut
to the other side two nodes on at 70% throttle when running wide.
Replaces the pure-pursuit AI; laps are quicker on every track.
- Collisions: six points on the player's car (corners and sides, from
.set words 6 and 7, now known to be half-length and half-width) are
tested against the other car's box. Hits push the cars apart with a
strength that grows with their speed difference, and spin the car.
As in the original, only human players' cars collide; cars at
different heights don't.
- Towing: the hitch is at the car's back, the caravan sits 0.656 units
behind it, and past 90 degrees both car and caravan bend back.
The reconstructed collision weight (`mass`) is gone; old asset files
with it still load.