On Sat, 03 Mar 2001 03:02:30 GMT, "Michael Barlow"
> I have been reading your posts about this open project and finally
>decided to download it and see what you're talking about.
Good to hear. :)
You forgot to mention the OS and machine type you're using. That might
help a little bit too.
For a default install, I get the following locations:
Target: C:\SIMS\RACER\modeler.exe
Start in: C:\SIMS\RACER
This is InstallShield's macro <TARGETDIR> at work, I would hope it's
quite a stable installer. Anybody else have the same problem?
What do you get in the installer as a default installation directory?
The C:\SIMS\RACER?
That's weird, the blue screen. Anyone else have this problem? Might be
something with the stack size from the MFC program, which exec()-s the
Racer.exe, which does NOT use MFC. But it may then use the same stack.
Just a feeling.
As for the controller, you can (copy &) create your own controllerset
file in data/ctrlsets. Just copy the joystick one and modify according
to your available axes. Give it a new misc.displayname and Config will
pick it up automatically.
As for picking the numbers, which might be a bit confusing, I'd highly
recommend the JoyImm tool which is also on the download page. There
you can see the axes in action, and plug in the appropriate numbers
you see there in the config file to get what you want (this will
allow/disallow single or split axis for throttle/brakes).
No clutch is in working order yet.
Yep, a known problem, which I think I reported during v0.39. It's
still a mystery (I'm crowded with work, from morning to evenings at
the moment), but when I turn on draw_every_step=1 in debug.ini it
seems the first frame is whacky and only then the car warps to the
grid position. Even though it is warped *before* the 1st frame is
drawn (at least that's what I think).
The bouncing thing is a crucial bug. It can jump higher than it
originally landed. But I also have a direction in which I could/should
go to fix this and get some extra bonuses for free. So I'm going to do
it the right way and fix it much better than a hack right now.
Note that to aid further assistance from people, I intend to create a
2nd view, more scientific, which will show for example the lateral G
force, the weight distribution for the 4 wheels, and things like the
energy contained in the body's system.
This should give pointers to me and physicists out there as to what
might be a problem. And ofcourse it's cool to have a lateral G meter
as well. ;-)
I suspect this to be caused by a) weight distribution still being
50%/50% (too much weight is in the front), and now that I think of it,
I should read up on anti-pitch values for suspensions. Since nothing
of that kind is in there right now (there ARE rollcenters, so lateral
roll is already greatly reduced and better), no anti-pitch is present.
So basically, braking puts almost all weight on the front wheels,
which I think (when testing with my own car) is only achieved in
really heavy braking situations.
Another good reason to put in a longitudinal weight transfer meter in
the view. The lines pointing up in the wheels (black ones) indicate
the normal forces. When I brake, the rear ones disappear into the
model, and the front ones come up high. I bet if they're twice the
height as they normally are, the weight is almost exactly 100% in
front.
I can tell you that it works everywhere. I've thought about a crude
collision detector. What happens now is when you hit a wall, it thinks
the road is suddenly 20cm or so higher than normal, so it generates
HUGE forces in the suspension and tire. That's what's kicking your car
into the sky. In fact, let it fly and you'll see the speed meter come
down and go up again as it reaches its highest point.
So IF there is suddenly a huge difference in road height, I can also
see this as a collision and start a hard velocity bounce.
Would be nice (but a bit unrealistic), since the car is hard to keep
straight. I did a Monza lap in 4m25s hehe. Not the best ever, but I
had to avoid the crowd. ;-)
(hm, I'm going to put in fog as default I think, much better)
Yup, I noticed and reported this with v0.39. Need to check what's
under the surface.
I'll have to review the track objects; I don't think every object is
needed. And I'll have to do road flags too to avoid doing road
calculations with the cranes for example (!!!! good enough for a quick
travel to Mars !!!! (c) tm Dolphinity in case NASA is reading this).
;-)
It's high on the list to get controller buttons working for shifts.
For now, use cursor up/down.
You mean they don't add up to 100%? :)
That's because there are 3 other timing areas, somewhere in swapping
mainly IIRC.
Thanks for the elaborate report. I hope that after next week things
will be more quiet for me, and I can patch a lot of things in.
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
Car simulation: http://www.marketgraph.nl/gallery/racer/