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car.js's Introduction

Writing software in the country ๐Ÿ“ก๐Ÿ›ฐ๏ธ (thanks Starlink).

car.js's People

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car.js's Issues

Random recalculates at high speed

This is a known issue - I've hardcoded the distance requirements to move to the next polyline segment. This needs to become a calculation based off the driver's speed.

This calculation should also be made for the speech -> manuever lead time. Right now it's hardcoded to a very short distance. For higher speed manuevers, more distance is needed to be an effective callout.

Fix car fade-in from 0?

Must be some layer attribute that defaults to "fading in from zero" when moved.

I want the car to remain 100% opacity even when moved.

Better support for direct wrong way calculations

There might be some settings I can tweak in OSRM, but I've replayed scenarios where I go against the route I inserted. The current code has no concept of my car's bearing, so it will keep on recalculating and not tell me to turn around.

Need to come up with some solution for a u-turn.

Code refactor

The code's getting messy (but still zippy!) It's getting harder for me to keep track of what's what. I need a better model (more .js files, objects & functions, less globals, etc)

Espeak spamming the user

As I unfortunately expected, espeak will (at times) bombard the user with several directions. I think the main issue comes down to my mileage reminders. The strict bounds can cause a .51 mile road to say, "in one mile" and "in half a mile" within a delta time between each other, where delta time is your GPS update rate.

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