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]>
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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.
|

- 
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