Re: Very high changes in acceleration and wheel forces which is not logical
Alan Ali <[email protected]>
| Newsgroups | gmane.games.torcs.general |
|---|---|
| Message-ID | <CAM0BHSQryPiT5KktbjMcts_oYAVCz6SOLuX4+rPmpdLfBvXzGQ@mail.gmail.com> |
Hi Berniw,
Thank you very much for your help.
But the problem still exist .[?][?][?]
*
The changes i made is the followings:*
I put your code from "TORCS Robot tutorial" instead of the drive function
for the robot
static void drive(int index, tCarElt* car, tSituation *s)
{
memset(&car->ctrl, 0, sizeof(tCarCtrl));
float angle;
const float SC = 1.0;
angle = RtTrackSideTgAngleL(&(car->_trkPos)) - car->_yaw;
NORM_PI_PI(angle); // put the angle back in the range from -PI to PI
angle -= SC*car->_trkPos.toMiddle/car->_trkPos.seg->width;
// set up the values to return
car->ctrl.steer = angle / car->_steerLock;
car->ctrl.gear = 1; // first gear
car->ctrl.accelCmd = 0.3; // 30% accelerator pedal
car->ctrl.brakeCmd = 0.0; // no brakes
}
and i print the forces of the first wheel as i have already mentioned...
*The expeimenrts :*
i have tested (TORCS 1.3.3,tita3, car1-trb1 on wheel-1) the changes exist
just at start , and it disapear (smooth force changes) after the car moves
even without any changes.
But I am using (TORCS 1.3.3 ,bt , car2-trb1 on wheel-1) i have wiped out
all stuff out of the default xml file for all the cars(
D:\torcs-1.3.3\runtimed\drivers\bt\ i \default.xml , where i =0...9 )
(keeping the brake part as you told me to do)
but the problem didn't disaprear...
I have also tested (TORCS 1.3.3,berniw2, "FOCW61"on wheel-1) and the same
problem exist.
acutally what i made is to replace all the drive funciotn.
i have also replaced the code
Ft -= F * sx / s;
Fn -= F * sy / s;
but it still exist...[?]
Thank you very much again and sory for bothering you...
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