Re: A simuv2 backport of the clutch/gear-change inertia fix
Frieder Ferlemann <[email protected]>
| Newsgroups | gmane.games.torcs.devel |
|---|---|
| Organization | schlecht organisiert |
| Message-ID | <[email protected]> |
Hi, Christos Dimitrakakis schrieb: > On Thu, 10 Jan 2008 09:54:59 +0100, "Frieder Ferlemann" > <[email protected]> said: >> Hi, >> >> Christos Dimitrakakis schrieb: >>> It is not clear how to determine braking from the engine parameters, >>> which is why we have 'engine brake' parameter F. From what you say, I >>> think that if F is set correctly according to each engine, the model >>> type (a constant + linear factor for braking) is adequate and the only >>> question is how to determine F. >> If the engine inertia is known and one has the sound of the engine >> rev'ing down while the clutch is open one could try to derive it >> from there. Probably would work well for non-turbo engines? >> > > Sure, but there are difficulties: > > 1) Collecting the data. > > 2) Estimating the rpm from the sound. I have tried that in order to > convert engine sounds to the steady-rpm we need for the game. It's not > easy. It's probably best to create a statistical inference model that One could try to use FFT (Fast Fourier Transform) and visualize the results as it's sometimes done with whale songs. I searched a while for a nice link and didn't find a nice one, maybe the figure here shows well enough: http://www.baudline.com/ >From the position (and the shift) of the lines it might be possible to derive the RPM (over time) from a given sound file. No idea how good that would work for engine sounds. > directly infers a constant and a linear deceleration parameter from the > sound data. > > 3) This procedure will only give you the friction up to a multiplicative > factor. Resolving this will require knowledge of the engine inertia. > This will require data from revving up and matching it with the known > torque of the engine. Yes, major problem. > I used the following simple method to setup a car that is similar to the > one I drive: > > 1) Count the time needed to revup to redline > 2) Count the time needed to revdown to idle. > > Tweak inertia to fit revup time. Tweak friction to fit revdown time. Yes. Greetings, Frieder ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace