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Sim Writing : New Demo 0.009 out!

8 posts by 4 people · 09 Apr 2002 10:35 UTC - 11 Apr 2002 19:55 UTC

Ashley McConnell 09 Apr 2002 10:35 UTC#126181
I have added: - - Engine - Gearbox - Longitudnal Force generated by SlipRatio. I.e. the acceleration force is coming from the tyres rather than a mystical force in the Centre of Grav. - Sound (its horrible I know ) - Joystick support - should do split axis ok, but only one controller at the minute. Requirements: - A wheel or joystick A reasonably fast processor / gfx card Directx 8.1 Installation - unzip to a directory of your choice - run calibrate.exe - try and drive - be very careful :) - if the calibrate program doesn't work (Its a little too sensitive at the minute), to to manipulate the data manually in the /data/joystick.dat text file. Enjoy Ash http://www.siroccoracing.com
"Ashley McConnell" wrote... > <snip> Way cool Ash... as with all homespun efforts I'm very impressed. The handling is.... how shall I put it?? -Challenging, yeah, that's it. Challenging. ;-) BTW, developers take note: if Ash can do a calibration routine which works and supports split axes in his first public effort, there really is no excuse for you lot. Jan. =---
"Jan Verschueren" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)> "Ashley McConnell" wrote... > > <snip> > > Way cool Ash... as with all homespun efforts I'm very impressed. > > The handling is.... how shall I put it?? -Challenging, yeah, that's it. > Challenging. ;-) >
Challenging, how polite :). Crap i'd say :D Well try putting iron rods in your suspension rather than springs and taking out your diff and tell me how your car drives :) Glad you got your wheel to work, I think a few people have had problems, Mikkel for one. I think that the calibration is a little too sensitive, pehaps I'll widen the threshhold values a little. Also I would like to change what I currently have now (turn left / right etc) to a GPL style - shake the controller all about :). Then have a seperate "assign to a function" section. I am not too worried that the car is "challenging at the minute", I am more concerned about the tyre model, as it is pretty much all implemented (for flat tarmac roads anyway), how do you like the way the tyres react? I guess its hard to tell before the whole car is complete, but I can see the decrease in force as i accelerate hard and if I steer too much there is good understeer (can understeer be good) and as you have probably seen lots of times, it oversteers wildly under power :) Thanks for the kind words :) Ash http://www.siroccoracing.com
"Ashley McConnell" wrote...
Quoted text (16 lines)> "Jan Verschueren" wrote... > > <snip> > > Challenging, how polite :). Crap i'd say :D > > Well try putting iron rods in your suspension rather than > springs and taking out your diff and tell me how your car > drives :) > > Glad you got your wheel to work, I think a few people have > had problems, Mikkel for one. I think that the calibration > is a little too sensitive, pehaps I'll widen the threshhold > values a little. Also I would like to change what I > currently have now (turn left / right etc) to a GPL style - > shake the controller all about :). Then have a seperate > "assign to a function" section.
Worked first time. Personally, I don't mind the "Geoff Crammond style" controller calibration, but the "Papyrus style" is quicker, so it would be nice. Allowing control axis to reside on more than on controller (i.e. wheel on controller 1 and gas/brake on controller 2 or vise versa) would be good for the 3rd party/homespun pedal and cockpit users as well.
Quoted text (9 lines)> I am not too worried that the car is "challenging" at the > minute, I am more concerned about the tyre model, as it is > pretty much all implemented (for flat tarmac roads anyway), > how do you like the way the tyres react? I guess its hard > to tell before the whole car is complete, but I can see the > decrease in force as i accelerate hard and if I steer too > much there is good understeer (can understeer be good) and > as you have probably seen lots of times, it oversteers > wildly under power :)
Well, considering I'm driving a high powered car with nothing in the way of suspension in a world which is absolutely flat, has one single grip level regardless of surface and where weight transfer doesn't occur, as far as I can tell, without the benifit(?) of force feedback, I'd say it's pretty good. Driving from the chase cam it seemed as though the sliding tyre didn't have enough "bite", but in cockpit view it "feels" ok. Is aero/rolling/mechanical drag supposed to be implemented? -Because it coasts *extremely* well, especially in gear, but also in neutral. > Thanks for the kind words :) Don't mention it. Looking forward to seeing you taking it forward. If I may be as bold to make a suggestion... how about making the next test stage (when you get weight transfer and pitch/roll done) into a kart sim? -Still no real suspension/clutch/diff to worry about and you could get some meaningfull feedback on how it "feels" (even without FF) from those who kart regularly. Put it this way: with the possible exception of Tom Pabst, nobody here has ever driven a Le Mans Prototype, with or without suspension, while most will have driven karts. And, if I may drop my benign facade for a sec, I hold karts would suit your size track better as well. <g> Jan. =---
> Worked first time. Personally, I don't mind the "Geoff Crammond style" > controller calibration, but the "Papyrus style" is quicker, so it would be > nice. Allowing control axis to reside on more than on controller (i.e.wheel > on controller 1 and gas/brake on controller 2 or vise versa) would be good > for the 3rd party/homespun pedal and cockpit users as well. > Yeah, thats my home setup, so there is no problem with that :) > > Well, considering I'm driving a high powered car with nothing in the wayof > suspension in a world which is absolutely flat, has one single grip level > regardless of surface and where weight transfer doesn't occur, as far as I > can tell, without the benifit(?) of force feedback, I'd say it's pretty > good. Driving from the chase cam it seemed as though the sliding tyredidn't > have enough "bite", but in cockpit view it "feels" ok. There are alot of "considering's" there, I hope I can reduce them in future releases :). It does feel a little like driving on ice, I will add some suspension (I think I have the theory sorted out in my head - thanks to Gregor!) and see how it feels after that, perhaps it will feel a little more grippy, if not I will have to revisit my tyre force code (although from the graphs that I produced it looks very consistant with real tyre data). > > Is aero/rolling/mechanical drag supposed to be implemented? -Because it > coasts *extremely* well, especially in gear, but also in neutral. I have implemented rolling resistance, no aero as yet, although it does seem to coast quite a while. > > > Thanks for the kind words :) > > Don't mention it. Looking forward to seeing you taking it forward. If Imay > be as bold to make a suggestion... how about making the next test stage > (when you get weight transfer and pitch/roll done) into a kart sim? -Still > no real suspension/clutch/diff to worry about and you could get some > meaningfull feedback on how it "feels" (even without FF) from those whokart > regularly. Put it this way: with the possible exception of Tom Pabst,nobody > here has ever driven a Le Mans Prototype, with or without suspension,while > most will have driven karts. And, if I may drop my benign facade for asec, > I hold karts would suit your size track better as well. <g> > This will be the next step (after I find the horrible memory leak!), I will be implementing tyres as springs and adding a little weight transfer, after that I will add some full blown suspension / dampers. I was karting last wednesday and probably next saturday so I will try to remember how it feels :) Thanks for the suggestions and feedback! Ash http://www.siroccoracing.com
Hey that is a great idea ! And I still struggle with the calibration of my Ferrari FF wheel, thansk for your help Ashley... I WILL make this work ;) Mikkel > If I may > be as bold to make a suggestion... how about making the next test stage > (when you get weight transfer and pitch/roll done) into a kart sim? -Still > no real suspension/clutch/diff to worry about and you could get some > meaningfull feedback on how it "feels" (even without FF) from those whokart > regularly. Put it this way: with the possible exception of Tom Pabst,nobody > here has ever driven a Le Mans Prototype, with or without suspension,while > most will have driven karts. And, if I may drop my benign facade for asec, > I hold karts would suit your size track better as well. <g> > > Jan. > =--- > >
"Mikkel Gram-Hansen" <[email hidden]> wrote in message news:3cb5742e$0$261$[email hidden]... > Hey that is a great idea ! > And I still struggle with the calibration of my Ferrari FF wheel, thanskfor > your help Ashley... I WILL make this work ;) > Mikkel > > Hmm, perhaps there is something fundamentally different about the Ferrari wheel. Can someone else with a Ferrari FF give it a go please? Thanks! Ash http://www.siroccoracing.com
On Tue, 9 Apr 2002 19:20:25 +0200, Jan Verschueren <[email hidden]> wrote: > > BTW, developers take note: if Ash can do a calibration routine which works > and supports split axes in his first public effort, there really is no > excuse for you lot. Hear hear! I'm with you on that one. Cheers, uwe -- Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/ Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E) PGP Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61

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