Re: Rolling resistance in SimCarUpdateSpeed

Eric Espie <[email protected]>
Newsgroups gmane.games.torcs.devel
Message-ID <[email protected]>
Hi Christos,

That's great to hear about you !

Christos Dimitrakakis a écrit :
> 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.
>
>   
Talking about Olethros robots, I did not succeded to have them working 
with VC++ 2005 Express.
I had to make some modifications to compile them, but they are crashing 
at the race start.
Can we check that problem Thursday too?

Bye,
Eric.


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