Re: Simu v3 Collision Bugfix #1
Christos Dimitrakakis <[email protected]> Mon, 05 Jan 2009 00:45:02 +0100
| Newsgroups | gmane.games.torcs.devel |
|---|---|
| Message-ID | <[email protected]> |
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 PS. A lot of tracks have 0 friction coefficients for the barriers. This is a bit silly. In Michigan, for example, you can take all bends with 250+ km/h simply by letting the car slide against the right barrier. I'll change those to more reasonable values. Namely: 0.1-0.2 for metal barriers 0.2-0.4 for concrete barriers depending on how 'rough' they look, but I think that values at the lower end are fine. Using 0.2 for the walls in michigan slows you down considerably, but you are still able to take the turns at 200 km/h. A 0.4 can make you spin if you touch the walls. There is also the question of whether to make the friction speed-dependent (this could be implemented naturally via the roughness coefficient - for smooth walls, there is no reason for speed dependency). Anyway, this is more a game-play question, but I'd like to hear your thoughts. Christos Dimitrakakis wrote: | I have now fixed SimCarCollideXYScene() for simuv3 in the trunk. | Forces and moments are now calculated correctly. Please test. | | Fixes for CollideZ() [when the car touches the ground] and | CollideResponse() [when two cars are touching] are upcoming. | - ------------------------------------------------------------------------------ _______________________________________________ Torcs-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/torcs-devel -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFJYUn9yBv6kELa61sRAisJAJ4yeUeTpjPE3f7jIJtmm3kYicy5agCeOd+F 4zR8uhGRogZYfbkoFBOweHs= =yDpi -----END PGP SIGNATURE----- ------------------------------------------------------------------------------