Re: Patch for wheel spin velocity traction

David Savinkoff <[email protected]> Fri, 8 Jan 2016 14:08:23 -0700 (MST)
Newsgroups gmane.games.torcs.general
Message-ID <2014573388.26337563.1452287303384.JavaMail.zimbra@mailid.telus.net>
----- David Savinkoff wrote:
> This patch removes legacy duct tape which was used as a
> work-around for a previously nonexistent friction circle.
> 
> There is another piece of duct tape which impedes the car
> from accelerating forward while allowing unimpeded sideways
> acceleration when drifting. I'll remove that when I find it.
> 
> Note that RELAXATION2 is a low-pass Infinite Impulse Response
> filter of the form: f(s) = as/(b+as) where s is in the s-domain,

correction:  f(s) = (a/s)/(b+a/s)

> 'a' is a spring-constant, and 'b' is a friction constant
> mechanically acting on the rotation of the wheel. This will
> certainly affect the physics of TORCS.
> 
> ----- David Savinkoff wrote:
> > Hi Everybody,
> > 
> > This patch makes TORCS the best simulator wherever
> > 'The Rubber meets the Road' is concerned. Try it.
> > 
> > ----- David Savinkoff wrote:
> > > ----- David Savinkoff wrote:
> > > > Hi,
> > > > 
> > > > In my last patch I had the following code:
> > > > slip_magnitude = 0.000001f + sqrt( MAX(MAX((vn*vn + vt*vt)
> > > > 
> > > > Where (v2) should be equal to (vn*vn + vt*vt) but is not,
> > > > because of lack of precision of the float data type.
> > > > 
> > > > Here I use (v2) for velocity squared because the car drives
> > > > noticeably better, and (v2) is obviously more accurate.
> > > > 
> > > > slip_magnitude = 0.000001f + sqrt( MAX(MAX((v2)
> > > > 
> > > > BTW is there somewhere I can find recent TORCS source code
> > > > changes so that I can test and experiment?
> > > > 
> > > > Sincerely,
> > > > David Savinkoff
> > > 
> > > Hi,
> > > 
> > > Here is another patch for floating point improvements.
> > > 
> > > I used sqrtf() where it seemed to make a speed improvement
> > > on my slow computer.
> > > 
> > > I used (double) to get more accuracy for CosA and SinA
> > > 
> > > It is obvious that (float) is not sufficient in some
> > > circumstances, and that (double) is slower in others.
> > > 
> > > I hope these improvements in wheel.cpp help with making
> > > other problems more characterizable.
> > > 
> > > Sincerely,
> > > David Savinkoff
> > > 
> > > ps.
> > > 
> > > Speed Dreams should incorporate this patch too.
> > > Note that this patch will give you deja vu a few times
> > > per lap (even if you do motocross).
> > 
> 


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