thanks again for the comments. I'm nearing completion on this game, which is pretty exciting, as it's by far the best thing I've ever made with a computer
I'm hoping to have an "official" release of version 1.0 within a week or so. I've made some major improvements to the vehicle code since the last release... the automatic transmission is now much smarter and more realistic (it lets off the gass for a short perious when shifting, etc)... and I have finally implemented simple engine sounds, so you can hear the engine, and the pitch changes with the rpm.
I also added a simple rotational mass-type thing to the engine, which basically adds a force against the current direction of rotation, based on the engine rpm. in other words, when coasting you can slow the car down by simply downshifting, like in real life.
I'm just tweaking a few things now, and I think the game will be ready for an official release
now I need to start thinking of what to make next with Newton

although the next update sounds like it may include some new features, so I might wait until it comes out, and make something with whatever's new

Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"