Re: Cornering velocity bug fix
Bernhard Wymann <[email protected]> Sat, 10 Jan 2015 12:03:52 +0100
| Newsgroups | gmane.games.torcs.general |
|---|---|
| Organization | wytec |
| Message-ID | <[email protected]> |
Hi David You might looking for adjusting the inertia of the car, the cg hight, roll centers and the tire properties. I created a video regarding this some time ago, maybe you already know it: http://youtu.be/H75kZ37j9o4 Kind regards Bernhard On 01/01/2015 10:06 PM, David Savinkoff wrote: > Hi Bernhard, > > After seeing your explanation, I agree with you. However > I do have some opinions. > > I submitted the patch because, at first glance, it looked > like x and y may have been swapped... and the car > actually drives better (especially drifting, and dirt tracks). > > I attempted to make sense of my patch. Here are some > possibilities: > > * Swapping the x and y axis may subtract some rotation from > car and make it more driveable ( what a hack!). > > * I changed the code to the following, and the car still > drives OK. > car->corner[i].vel.ax = 0.0; //- car->DynGC.vel.az * y; > car->corner[i].vel.ay = 0.0; //car->DynGC.vel.az * x; > > When I drift torcs, it feels like too much energy goes into > rotating the car, and not enough into going forward. As if > the bumper is plowing the ground. I actually had an old > Cadillac that would plow the sawdust I drove in. When the > pile got over the bumper, the car would simply dig in > (it could not rotate). > > If you could point me to the right part of torcs, maybe I'll > find what I'm looking for. Thanks. > > Sincerely, > David Savinkoff > > ----- Bernhard Wymann wrote: >> 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 >>> >>> >>> >>> ------------------------------------------------------------------------------ >>> Download BIRT iHub F-Type - The Free Enterprise-Grade BIRT Server >>> from Actuate! Instantly Supercharge Your Business Reports and Dashboards >>> with Interactivity, Sharing, Native Excel Exports, App Integration & more >>> Get technology previously reserved for billion-dollar corporations, FREE >>> http://pubads.g.doubleclick.net/gampad/clk?id=164703151&iu=/4140/ostg.clktrk >>> >>> >>> >>> _______________________________________________ >>> Torcs-users mailing list >>> [email protected] >>> https://lists.sourceforge.net/lists/listinfo/torcs-users >>> >> > > ------------------------------------------------------------------------------ Dive into the World of Parallel Programming! The Go Parallel Website, sponsored by Intel and developed in partnership with Slashdot Media, is your hub for all things parallel software development, from weekly thought leadership blogs to news, videos, case studies, tutorials and more. Take a look and join the conversation now. http://goparallel.sourceforge.net