Re: simuv2 bug update

Christos Dimitrakakis <[email protected]>
Newsgroups gmane.games.torcs.general
Message-ID <[email protected]>
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|>
| The code i have presented is not a real fix, but a work-around for the
| problems i was having with the new simuv2. I have tested with this
| code. Race results seem to be identical and i can't detect any
| difference in the way the cars drive when i drive the cars. The only
| detectable difference between the original code and my "fixed" code is
| that the problem i was having with levitating cars is resolved. As I
| stated in an earlier post,  i  would like to have a real solution to
| this problem that doesn't degrade the accuracy of the simulation.


I think that just the spring.packers fix should help a bit already.

| I think it would be  useful  to  reproduce  the  original  problem.  Try
| throwing together a car with the xml file i provided in my first post.
| (I can send you the entire car if you want.) Now start a race with the
| car and hit pause right away. You should see the car positioned slightly
| above the track. Look at the of value of new_susp_x in the debugger. I'm
| betting you will see that the value is way off. Now turn
| pause off and wait for the race state to change to race. You should see
| the car drop down on the track. Look at the value of new_susp_x. Now the
| value should be correct.

OK, thanks for doing this. I think I know what the problem is now. We
just have to have a good initial value for wheel->susp.x.

Setting it to
~        wheel->susp.x = wheel->pos.z - Zroad;
initially will probably work.

However, setting it to this value constantly has a side-effect: it makes
the wheel instantaneously move to touch the road. In reality a wheel
would sometimes not touch the road in bumps.

I think a good solution would be to use the Zroad hack only in the
RM_RACE_PRESTART phase of the simulation, which is the phase where all
the cars are placed on the track.
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