Very high changes in acceleration and wheel forces which is not logical
Alan Ali <[email protected]>
| Newsgroups | gmane.games.torcs.general |
|---|---|
| Message-ID | <CAM0BHSSW=_t00ta8mYyiZ+DNo6bndcdNLJE=AFQEaf7e61RHyA@mail.gmail.com> |
Hi All, I am trying to control the vehicles, my control law needs to know vehicle acceleration "DynGCg.acc". watching this acceleration show that it change very quickly in unlogical way (we don't see all this changes as the speed is the accumulation (filteration) of the acceleration and we will see filtred response...) trying to konw the source of the problem : i found that the problem is from the forces applied on the wheels computed in (void SimWheelUpdateForce(tCar *car, int index)) function where the forces change very rapidly in unlogical way as un exempl: taking Car->ctrl.accelCmd = 0.1; i get the following forces acting on the wheels: you can see that the longitudial force changes very rapidly (eg. from Ft =-6360 to 7843) which is not logiacl Searching more and more to know the problem i have found that it is caused as a result of high changes of sx = (vt - wrl) / fabs(vt); which is it its turn change as a result of high changes of wrl = wheel->spinVel * wheel->radius; so it is very clear that the problem is from high changes of "wheel->spinVel" but i couldn't know much more ... can any one help me to know why it change rapidly and how to reduce this changes as it is not logical. thanks for all. ------------------------------------------------------------------------------ Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb _______________________________________________ Torcs-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/torcs-users