rec.autos.simulators

Physics: Turning Radius

John DiFoo

Physics: Turning Radius

by John DiFoo » Thu, 06 Feb 2003 10:15:00

[Can't believe I am starting one of these threads...]

    I raise this issue because I have noticed that the AI in NR2002
often can turn a corner at a speed at which I am in the wall (or the
bushes, on a road course).  What factors affect turning radius?
I am sure of course that setup is critical, including things such as
weight distribution and so on, as well as "driving aids" which
actually may not be of a benefit past a certain point (including
the ability on the part of the driver).

    John DiFool

--
============================================
Reach heaven far too high
============================================

Mike Whit

Physics: Turning Radius

by Mike Whit » Thu, 06 Feb 2003 10:51:56

Don't compare what you can do in the car to what the AI can do.   They have
their own set of physics rules.

You should only compare what you can do with what other humans can do.


Marc Collin

Physics: Turning Radius

by Marc Collin » Thu, 06 Feb 2003 13:48:20

That's a little ridiculous since you race against AI in the sim.

Marc


> Don't compare what you can do in the car to what the AI can do.   They
have
> their own set of physics rules.

> You should only compare what you can do with what other humans can do.



> > [Can't believe I am starting one of these threads...]

> >     I raise this issue because I have noticed that the AI in NR2002
> > often can turn a corner at a speed at which I am in the wall (or the
> > bushes, on a road course).  What factors affect turning radius?
> > I am sure of course that setup is critical, including things such as
> > weight distribution and so on, as well as "driving aids" which
> > actually may not be of a benefit past a certain point (including
> > the ability on the part of the driver).

> >     John DiFool

> > --
> > ============================================
> > Reach heaven far too high
> > ============================================

Sebastien Tixie

Physics: Turning Radius

by Sebastien Tixie » Thu, 06 Feb 2003 16:28:39

On Tue, 4 Feb 2003 23:48:20 -0500, "Marc Collins"


>That's a little ridiculous since you race against AI in the sim.

>Marc

well, Car physics computation take a lot of cpu for 1 car ( player car
), so imagine for 40cars .... :)

regards,

I think they don't have any "physics" just polyline path :)

Sebastien TIXIER - Game Developer
Dynamics and Car Physics
http://www.eden-studios.fr
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Ruud van Ga

Physics: Turning Radius

by Ruud van Ga » Thu, 06 Feb 2003 22:05:10

On Tue, 4 Feb 2003 23:48:20 -0500, "Marc Collins"


>That's a little ridiculous since you race against AI in the sim.

Like Sebastin said (and he knows his stuff :) ), AI cars normally get
treated differently, more simplistically, since it would cost CPU time
if you would do the scientific thing.
A ghost-lap replay already becomes quite convincing. And costs very
little. :)

Also accounts for braking (and driving), I'm afraid.



>> Don't compare what you can do in the car to what the AI can do.   They
>have
>> their own set of physics rules.

>> You should only compare what you can do with what other humans can do.



>> > [Can't believe I am starting one of these threads...]

>> >     I raise this issue because I have noticed that the AI in NR2002
>> > often can turn a corner at a speed at which I am in the wall (or the
>> > bushes, on a road course).

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

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