Re: System stability and changing gears in TORCS.

Bernhard Wymann <[email protected]> Sun, 25 Nov 2012 13:34:48 +0100
Newsgroups gmane.games.torcs.devel
Organization wytec
Message-ID <[email protected]>
Hi

Yes, if the car damage is more than 10000 damage points it gets removed 
from the race with a "virtual crane" (lift off the track, move to the 
side, let down).

Damage is done in collision.cpp, so you can comment it out/modify it there.

Best regards

Bernhard

On 11/25/2012 06:48 AM, James Ihrig wrote:
> Timing seems to be better now at real time, (still haven't tested the
> simulation while sped up again) I may have compiled the wrong version of
> my source. Also, I think I figured out why the vehicle was sometimes
> float up and then off the side of the track. It seems to happen when the
> vehicle takes heavy damage. I'll just need to look into turning that off.
>
> Jim
>
>
> On Sat, Nov 24, 2012 at 11:57 PM, James Ihrig <[email protected]
> <mailto:[email protected]>> wrote:
>
>     Thank you, I was able to solve both the gear changing problem as
>     well as the crash on driver selection.
>
>     As a note, I think the crash on driver selection may have been
>     related to my random crashes during runs when I issued a restart.
>     Once I changed my name and description from:
>
>
>          modInfo->name    = "MyBot";        /* name of the module (short) */
>          modInfo->desc    = "";    /* description of the module (can be
>     long) */
>
>     to
>
>          modInfo->name    = strdup("MyBot");        /* name of the
>     module (short) */
>          modInfo->desc    = strdup("");    /* description of the module
>     (can be long) */
>
>     I no longer have an issue with that. I hadn't followed the other
>     driver format exactly since I am not ever allowing multiple cars in
>     my tests.
>
>     I still don't know why my earlier attempts at gear changing didn't
>     work, but your example code seemed to work. I will look at it more
>     closely on Monday.
>
>     As for the time, I am currently using situation->currentTime, my bot
>     isn't timing some things correctly but at this point I'm still
>     assuming the mistake is on my end. (30 second timer seems to take 2
>     minutes to end.)
>
>     Am I correct in assuming that situation->currentTime is the current
>     simulation time I should be using? Am I also OK to assume that this
>     is measured in seconds?
>
>     I have not yet attempted to speed up the simulation again as I'm
>     still doing stability testing at real-time first.  (450+ race
>     restarts with up to 2 min runs each and not a single program crash
>     so it's looking fantastic so far.)
>
>     Thank you again for your help,
>
>     Jim Ihrig
>
>
>
>     On Sat, Nov 24, 2012 at 10:40 AM, Bernhard Wymann <[email protected]
>     <mailto:[email protected]>> wrote:
>
>         Hi James
>
>
>          > I've been running Torcs-1.3.3 and have had a couple problems.
>         First,
>
>             when running my bot at a faster speed than real-time, my bot
>             will
>             sometimes float straight up, then off to the side of the
>             track and the
>             race will end. (This issue seems like a bug, but I'm
>             reluctant to say so
>             since I've modified the TORCS code.) Second, I am having
>             trouble with
>
>
>         I guess this must have something to do with your changes, I have
>         never seen/heard of a problem like this before. The problem
>         "makes no sense" if you look at how TORCS works: It simulates
>         basically in simulation time, just when you have a "watching
>         mode" selected it synchronizes real and simulation time to spit
>         out frames, that is it. So I doubt that there can be something
>         wrong. I hope you do not rely on the real time clock in your
>         robot, only use the simulation time.
>
>
>             I have tried to copy/paste this into my drive() fuction
>             (from other
>             drivers code) but all I see is the gear bouncing between 1st
>             and 2nd
>             gear, so I feel I must be missing something. I didn't
>             understand what
>             the code was doing so I tried a bunch of variations with
>             _gear and
>             _gearCmd and and even tried manipulating the clutch. Is
>             there any
>             documentation on how gear changing is supposed to work?
>
>
>         No, but it is trivial, the gearbox switches to the gear you
>         choose. How you do the decision is then your business;-) But one
>         example is explained in the robot tutorial:
>         http://www.berniw.org/torcs/__robot/ch3/gears.html
>         <http://www.berniw.org/torcs/robot/ch3/gears.html>
>
>         This method just works if the gearbox ratios differ and have the
>         correct order, so if you sabotage the gearbox you can make this
>         method fail, but for any halfway "real" gearbox it works.
>
>
>             I have tried upgrading to TORCS-1.3.4 to see if my issue
>             with the bot
>             leaving the course would be fixed, but it crashes once I
>             select a track
>             when configuring the race. (It seems to be crashing sometime
>             after the
>             constructor is called for my bot, but before any other
>             function in that
>             class.) Is there anything I need to know to move my bot to
>             the newer
>             version?
>
>
>         Maybe, have a loot at this, this is the only adoption regarding
>         drivers in 1.3.4, all the other bots are unchanged (if I
>         remember correct):
>         http://torcs.cvs.sourceforge.__net/viewvc/torcs/torcs/torcs/__src/drivers/human/human.cpp?__r1=1.45.2.9&r2=1.45.2.10&__pathrev=r1-3-1
>         <http://torcs.cvs.sourceforge.net/viewvc/torcs/torcs/torcs/src/drivers/human/human.cpp?r1=1.45.2.9&r2=1.45.2.10&pathrev=r1-3-1>
>
>         If you took bt/beriw/etc. robots as base it should work then I
>         guess. I recommend just comparing what you do with the existing
>         robots or running the debugger, then you will see.
>
>
>             I'd also like to note that none of the links in the FAQ seem
>             to be
>             working right now.
>
>
>         I recognized that some days ago, but I did not yet have time to
>         look into this, I upgraded the CMS recently, and it could be the
>         result of a cross site scripting fix which has done there, but I
>         have to look into this.
>
>         Best regards
>
>         Bernhard
>
>
>


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