Re: Cornering velocity bug fix

Bernhard Wymann <[email protected]> Thu, 01 Jan 2015 13:28:00 +0100
Newsgroups gmane.games.torcs.general
Organization wytec
Message-ID <[email protected]>
Hi David

I reviewed the suggested change, but I think it is wrong (I think the 
original code is right).

Simply assume a "1-d car" (a simple line from top), with one corner at 
(x,y) as (1,0) and an angular velocity around the z-Axis := vz.

So the speed of the corner relative to the rotation center is in y 
direction r*vz, where r=x=1. I cannot see a flaw in this.

With your change you would get a movement in x direction although the 
radius in y direction is 0, that does not make any sense to me.

Other thoughts, other opinions?

Kind regards

Bernhard


On 12/18/2014 02:31 AM, David Savinkoff wrote:
> Hi,
>
> TORCS was fueling my high velocity entertainment when road rage set in
> and I had to glare at the source code to calm down.
>
> I think I found a bug.
>
> The car drives much better now.
>
> Sincerely,
> David Savinkoff
>
>
>
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