Re: Vehicle dynamics description
David Savinkoff <[email protected]> Sat, 7 Oct 2017 16:49:34 -0600 (MDT)
| Newsgroups | gmane.games.torcs.general |
|---|---|
| Message-ID | <449399689.12423193.1507416574057.JavaMail.zimbra@mailid.telus.net> |
----- h6mgos8bn6fb--- wrote: > >Differential equations are used... > May be we are reading different versions. Could you give updated URL, > page #, may be Eq. # - where DEs are being used? > (I mean DEs as equations of motion, let's not count v=dx/dt as DE :) ) > I think we are looking at the same document. (Beckman - The Physics of Racing) Reformatted 25 April 2008, 144 pages. BTW the link in the last email works for me. As for DEs, I would prefer s-domain transfer functions made from free-body diagrams, which are then converted to z-transforms before coding. > My suggestion "Please, consider writing a proper documentation" > was addressed to whoever may be willing to do it, not only you. > Someone among the TORCS authors. > > >torcs/src/modules/simu/simuv2/transmission.cpp > Thank you. And this is IMO a good example where > the proper documentation is needed. There are only > few implementational comments. A new-comer have > to read the source and understand its logic to derive > the clutch model - i.e. understand general ideas from > gory details. While it (ideally) should be vice versa. See: https://sourceforge.net/projects/torcs/files/api-docs/1.3.7/torcs-1.3.7-apidoc.tar.bz2/download Also: http://torcs.sourceforge.net/ for FAQs etc. TORCS is not easy to wade through, but it can be done. My biggest irritation is variables being copied to structures, and structures being copied to structures, then passed as pointers in some sort of interface between C and C++ (or so it seems to me). ------------------------------------------------------------------------------ Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot