Re: Patch for wheel spin velocity traction
David Savinkoff <[email protected]> Wed, 8 Apr 2015 19:15:10 -0600 (MDT)
| Newsgroups | gmane.games.torcs.general |
|---|---|
| Message-ID | <242865831.25347574.1428542110495.JavaMail.zimbra@mailid.telus.net> |
----- BRIAN MARTIN Owner wrote: > David, > > I tried a couple of your patches and found i liked the original code > better. Of course, this is completely subjective. > > Tire pressure, the last time i looked, is not implemented in simuv2. > > Changes to the car physics file will get you far more profound changes Most of these changes are too profound for me. > in car handling than small sim hacks, especially changes to mu, clift, > wings and brake partitioning. I have attached a sample physics file that works > very well for me in terms of drifting and just overall fun factor. > > Brian > Thank you very much. I will be trying this file out. The tire pressure can be changed by changing a value in wheel.cpp and re-compiling. It does make a difference. For a few years I changed parameters in the .xml files. Eventually I decided to look at the code. I have taken into account that TORCS car parameters are important. Some of my concerns are: - I could not find satisfactory performance by changing the parameters. - I found that by using 'the golden ratio' in making some empirical formulas for TORCS parameters, that I could get a sweet spot. (this may show that TORCS has a chaotic function) - I have been concerned that the operating points for TORCS are narrower than in nature. - I have noticed that the road has abrupt traction differences on either side of the racing line that can cause the car to wander similarly to loose steering linkage. > > ----- Original Message ----- > From: "David Savinkoff" > To > Cc: "torcs-users" <[email protected]> > Sent: Wednesday, April 8, 2015 4:05:20 PM > Subject: Re: [Torcs-users] Patch for wheel spin velocity traction > > ----- Bernhard Wymann wrote: > > Hi David > > > > It makes in my opinion no sense in respect to the tire model, the slip > > definition looks consistent as is for me > > I cannot make an argument here because I am not absolutely certain how > the tire model interacts with 'sx = (vt - wrl) / fabs(vt)' > > > > > (in your analysis there is a little glitch, vt is not the car velocity, > > it is the wheel specific velocity, all wheels have usually at least > > slightly different velocities). > > > > I may have not have expressed myself properly when I said 'car velocity' > I envisioned a single wheel in contact with the road where 'vt' is the > velocity in the direction the wheel is pointed... and where 'wrl' is the > wheel spin velocity (can only be in the direction the wheel is pointed). > > > > > The proposed change would cause a discontinuity which would usually > > lower the grip. > > > > 'sx = (vt - wrl) / ( 0.000001f + MAX(fabs(vt) , fabs(wrl)) )' has an > inflection point where the wheel is actuated to slip by > deceleration, or slip by acceleration. > The discontinuity is caused by the 'act' of braking or accelerating. > > I believe 'sx' may need three different functions to include: > 1) braking > 2) accelerating > 3) wheels rotating backwards to the direction of travel. > The formula for 'sx' is my best so far, and it seems to work ok. > > I visualize vt and wrl as two parallel lines showing their respective > lengths. Where vt - wrl is the length part that differs. eg. > _________________________ > _____________________________________ > > The formula for 'sx' suggests that one wants to determine a 'normalized' > slip value given vt, wrl, and vt-wrl. Note that the slip happens in > several different situations. > > > I think a better solution for drifting is to adjust the parameters of > > the tire model > > I just tried different tire pressures (other than the default 40 psi). > I will comment on this list when I come across interesting things. > > *** > Please actually try my latest patch traction2.diff on different cars > and tracks. Drive aggressively (off-track also) or ride with Olethros 6. > *** > > > , differential and suspension. If you don't mind to edit > > the XML you can adjust as well the engine braking coefficient (instead > > of adapting your accelerator control in your mind;-) ). > > > > Other opinions? > > > > Others on the list... Your opinions please. > > Sincerely, > David Savinkoff > ------------------------------------------------------------------------------ BPM Camp - Free Virtual Workshop May 6th at 10am PDT/1PM EDT Develop your own process in accordance with the BPMN 2 standard Learn Process modeling best practices with Bonita BPM through live exercises http://www.bonitasoft.com/be-part-of-it/events/bpm-camp-virtual- event?utm_ source=Sourceforge_BPM_Camp_5_6_15&utm_medium=email&utm_campaign=VA_SF