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Racer v0.39.1 released

3 posts by 2 people · 03 Mar 2001 00:57 UTC - 04 Mar 2001 23:06 UTC

Ruud van Gaal 03 Mar 2001 00:57 UTC#198702
Racer v0.39.1 is now available. A quick update to address some issues: - Shift-R / Shift-P now work far better; they also reset the suspension and wheels. - The car's physics have been tweaked a little bit. It's a bit more drivable now. - No display lists are being used; this didn't seem to make much of a difference on my card, and it saves a lot of memory (I tried a lap on Monza, but it was swapping too much at 256Mb). And no, Monza is not downloadable on my site (on others though, Sean's conversion from F12K). - Timing is improved; it should have better resolution now. Although you won't see it through the car's behavior, the Physics% and Graphics% are much more stable now. - Icons are created in the installation. How handy! - Curved was missing from v0.39. My mistake. - The camera pitch follow has been improved, and you should be able to see more clearly now where the car is going in the default view. Enjoy! Ruud van Gaal Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Car simulation: http://www.marketgraph.nl/gallery/racer/
I have been reading your posts about this open project and finally decided to download it and see what you're talking about. 1. I downloaded the v0.39.1 and installed it. Installation was no problem however in the start menu/Racer/... all the icons there are not linked to anything. I have to start each application by starting Windows Explorer and going to the directory and double clicking on it to start the app. 2. I started the config.exe and set my controller for the default(?) joystick controller. I have a home made 4 axis controller running through my sound card. when I click on "run" while still in the config application I get blue screened to death. However, if I run that and then exit it and start the sim through the Racer.exe, The sim starts up nicely. 3. Once the sim does start, the car is sitting in pit lane for a split second then starts hovering upwards as if it were a helicopter and continues to climb. Hitting Shift-R or Shift-P I'm placed in the pits. Sometimes I land just right while other times I land and start bouncing and have to Shift-R again and again till I've landed without bouncing. 4. The controller issues don't bother me because I know this is a work in progress. With my controller, My gas pedal does work for the sim. I can accelerate nicely but decelerating will put me in to a slide and depending on how I'm situated I'll either continue to spin forever or I'll spin and act like that helicopter again and start to fly. It's as if gravity works only for objects that are touching the ground but has no effect on anything one inch or more above the ground. 5. The supplied oval track has a glitch in what appears to be T1. A bump or something that throws the car in to a wild spin upwards in to the sky. Also, using the access road after the pits, (or is that part of a road course?) In the second left about the same place with the ovals T1, there is a bump that throws the car to the inner wall where it again spins the car up in to the air. 6. I can't shift out of first gear. But again I know this is a work in progress.. BTW: the car looks great. and I was surprised that the graphics took 70% and the physics took 3% of the CPU. :-) If there's anything else you need from me just let me know. Ruud van Gaal wrote in message <[email hidden]>...
Quoted text (31 lines)>Racer v0.39.1 is now available. > >A quick update to address some issues: > >- Shift-R / Shift-P now work far better; they also reset > the suspension and wheels. >- The car's physics have been tweaked a little bit. > It's a bit more drivable now. >- No display lists are being used; this didn't seem > to make much of a difference on my card, and it > saves a lot of memory (I tried a lap on Monza, > but it was swapping too much at 256Mb). And no, > Monza is not downloadable on my site (on others > though, Sean's conversion from F12K). >- Timing is improved; it should have better resolution > now. Although you won't see it through the car's > behavior, the Physics% and Graphics% are much more > stable now. >- Icons are created in the installation. How handy! >- Curved was missing from v0.39. My mistake. >- The camera pitch follow has been improved, and you should > be able to see more clearly now where the car is > going in the default view. > > >Enjoy! > >Ruud van Gaal >Ruud van Gaal, GPL Rank +53.25 >Pencil art : http://www.marketgraph.nl/gallery/ >Car simulation: http://www.marketgraph.nl/gallery/racer/
On Sat, 03 Mar 2001 03:02:30 GMT, "Michael Barlow" <[email hidden]> wrote: > 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. :) >1. I downloaded the v0.39.1 and installed it. Installation was no >problem however in the start menu/Racer/... all the icons there are not >linked to anything. I have to start each application by starting Windows >Explorer and going to the directory and double clicking on it to start the >app. 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? >2. I started the config.exe and set my controller for the default(?) >joystick controller. I have a home made 4 axis controller running through >my sound card. when I click on "run" while still in the config application >I get blue screened to death. However, if I run that and then exit it and >start the sim through the Racer.exe, The sim starts up nicely. 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. >3. Once the sim does start, the car is sitting in pit lane for a split >second then starts hovering upwards as if it were a helicopter and continues >to climb. Hitting Shift-R or Shift-P I'm placed in the pits. Sometimes I >land just right while other times I land and start bouncing and have to >Shift-R again and again till I've landed without bouncing. 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. ;-) >4. The controller issues don't bother me because I know this is a work in >progress. With my controller, My gas pedal does work for the sim. I can >accelerate nicely but decelerating will put me in to a slide and depending >on how I'm situated I'll either continue to spin forever or I'll spin and >act like that helicopter again and start to fly. 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. > It's as if gravity works >only for objects that are touching the ground but has no effect on anything >one inch or more above the ground. 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) >5. The supplied oval track has a glitch in what appears to be T1. 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). ;-) >6. I can't shift out of first gear. But again I know this is a work in >progress.. It's high on the list to get controller buttons working for shifts. For now, use cursor up/down. > BTW: the car looks great. and I was surprised that the graphics took >70% and the physics took 3% of the CPU. :-) You mean they don't add up to 100%? :) That's because there are 3 other timing areas, somewhere in swapping mainly IIRC. > If there's anything else you >need from me just let me know. 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/

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