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. ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/