Fwd: Where damage is distributed
Arnaud Ceyrolle <[email protected]>
| Newsgroups | gmane.games.torcs.general |
|---|---|
| Message-ID | <CAN3Qb7wJndpJT_HRwrk5Jx8oavYQHc78JSnr+L3m2m1uKFhUuw@mail.gmail.com> |
Hi, So, what are the characteristics of the car that are modified actually by an impact ? I need to know, because sometimes, when damaged a little, I prefer to continue the race than to stop at the stand which is going to make me waste time and loose my position. But in the other hand, some little damage sometimes affects top speed in a such a way that you cannot win against robots. I am completely Ok with the TORCS philosophy, simplicity and Open source spirit. I am enjoying it as it is very well playable. I just wanted to know how damage was calculated to make the choice to repair or not. Congrats for all the good job already done and wish it long continuation. Best regards -- *Arnaud* On Mon, Sep 3, 2012 at 3:41 PM, Bernhard Wymann <[email protected]> wrote: > Hi > > Damage does currently just increase the drag of the car, that's it, > front impact hurts 1.5 times as hard as a rear impact. And I think this > is a strong point, not a weak one, see below. > > Walls have a damage property assigned, so the track designer can adjust > this, I think we are low on this because we found it is no fun to wreck > it too easily. > > Car 2 car is different, because you should not annoy other drivers, so > this should be expensive. > > Changing the damage model is very easy, e.g. you could "break" aero > parts, such that downforce goes down as well, Christos had 7 years ago > (or so) implemented wheel axis and suspension damage/wear, but this code > is not activated by now. Or implement engine overheating because of > damaged cooler, brake system pressure loss, etcetc, all just a few lines > of code. > > So as long you want a whatever complex damage model without > visualization it is very easy to do, with visualization it is much > harder (Christos implemented back then that the car shape was bent) and > the damaged wheels were whobbling/ripping off, but if you want more you > need to remodel the cars, such that the can disintegrate into parts and > have something "under" it if some part is ripped off. > > To cleanly integrate it much more is needed (robots must deal with it, > human driver must be informed somehow (noise, more damage bars, > whatever), damage must be distributed for network games, additional > testing/maintenance, etcetc.). > > Because the USP (unique selling proposition) of TORCS is simplicity > (less code -> less bugs (exponential), less testing (exponential), less > compile time, faster to understand, better performance, compatibility, > ...), the current simple mode is just fine (you hit something and it has > consequences, why doing more?), especially because damage should be the > exception, not the normal case, so I think it is not worth the bloat. > > For me it does not make sense to try to be a copy of the commercial > racing games (you cannot be a good enough copy, because you compete with > really large budgets and Open Source does not work for games IMHO), if > you bought your gaming pc for $3000 and your steering wheel/pedal for > $400, then the $100 for a great commercial game do not matter much > anymore:-) > > There are TORCS forks and other projects out there, maybe those have > implemented/plan to implement other damage models. > > Best regards > > Bernhard > > On 09/03/2012 07:57 AM, Schnuck68 wrote: > > > > > > > > Arnaud Ceyrolle wrote: > >> > >> and I have noticed that when I have dammage on the car (from > >> collision,...), the top speed of the car is less and less faster. > >> So I was wondering where the damage is located on the car (front > spoiler, > >> wheels) or if it was not taken in account but it was more like a global > >> damage and in this case, are there other elements of the car that were > >> altered (like top speed) ? > >> > >> > > > > Hello Arnaud, > > > > I think the damaging is still a weak part of Torcs. To me it seems it's > just > > a global > > parameter that is added which just slows down the whole car. (top speed > that > > is) > > > > I'm not a developer so I have to guess. But from my observations there's > no > > difference where > > the dammage appeared and why. > > > > Also it is not really consistent. Sometimes I go off the track and crash > > into a barrier in a blunt angle, and get away > > with hardly any damage at all. In real life that would have been the end > of > > the race (if not the end of the life of the driver). > > On another occasion I just slightly touch another cars wheel and gain a > huge > > amount of damage. > > > > But I think a developer should comment on this. > > > > Greetings > > > > > > > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Torcs-users mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/torcs-users > -- *Arnaud Ceyrolle* ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Torcs-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/torcs-users