Re: Rolling resistance in SimCarUpdateSpeed

Christos Dimitrakakis <[email protected]>
Newsgroups gmane.games.torcs.devel
Message-ID <[email protected]>
Bernhard Wymann wrote:
> Hi all
> 
> I reviewed SimCarUpdateSpeed and have the opinion that the rolling resistance
> code in it must be removed, here is why (if no good arguments against this are
> found or it causes terrible side effects I will do it soon):
> - in SimCarUpdateForces the rolling resistance is already considered and
> influences the acceleration
> - in SimCarUpdateSpeed the new velocity is computed with the acceleration (which
> already contains the rolling resistance), so we do it currently sort of twice
> (it is a bit more complicated, the code has terrible side effects on surfaces
> with large rolling resistance (try e.g. 0.12).
> 
> So what do you think?
> 

Checked simuv3, and it was indeed turned off nut in SimCarUpdateForces
rather than SimCarUpdateSpeed - I will take a look at the differences
and bring it in line with the simuv2.

A suggestion.  Since most of the models are broken maybe it is now a
good time to bring over the simuv3 differential patch to simuv2.
I have a free day on Thursday which I could devote to looking at models
and making sure they work.  Robots may take longer.  I'll look at
Olethros first.

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