Re: Problem compiling simuv3.so (necessary for testing/driving high-banked tracks)

Bernhard Wymann <[email protected]>
Newsgroups gmane.games.torcs.general
Organization wytec
Message-ID <[email protected]>
Hi

Simuv3 is experimental. Another thought, maybe increasing "suspension 
course" could help as workaround (see 
http://sourceforge.net/mailarchive/message.php?msg_id=22759133)?

Best regards

Bernhard

On 10/22/2012 12:19 PM, [email protected] wrote:
>
>
>
> On Thu, Oct 18, 2012, at 10:19 PM, Bernhard Wymann wrote:
>> Hi
>>
>> I fixed the build some days ago in CVS (for Posix, did not look at
>> Windows), but I did not do any runtime testing whatsoever.
>>
>> Review the change:
>> http://torcs.cvs.sourceforge.net/viewvc/torcs/torcs/torcs/src/modules/simu/simuv3/Options.h?r1=1.4.2.1&r2=1.4.2.2&pathrev=r1-3-1
>>
>> Best regards
>>
>> Bernhard
>>
>
> Thanks a lot, now simuv3 can be used for testing those high-banked
> tracks, which appear to be fine after all. However, racing with simuv3
> does bring new problems, like the robots' total lack of speed
> (regression to Sunday drivers in their sports cars, even more dangerous
> than before) and many cars starting the race in absurd positions, on two
> wheels or almost flipped over, resulting in an enormous riot at every
> start as they crash down and try to recover and force their way through
> the mess. But if simuv3 isn't any priority in game development, and I
> can't decipher the code let alone alter it, not much that can be done.
> Perhaps some day those high-banked tracks can be driven even with the
> default simuv2. Thanks for helping out this amateur anyway.
>
> st
>


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