How are the sim projects coming along? I've not seen any physics posts for
a while now (they're usually damned interesting). Oh well, when you're
ready, I'm happy to beta test ;-)
Andy
Andy,
I have so MANY questions its hard to know where to start :). I'll give you
a call in about 3-4 years when I have got something that is worth Alpha
testing! :). I think that most people are beavering away trying to figure
out as much as they can for themselves....I am sure you will hear an
occasional (perhaps more than that!) cry for help from me!
All the best,
Ash
"Andy Laurence" <[email hidden]> wrote in message
news:onr_5.2411$[email hidden]...
| How are the sim projects coming along? I've not seen any physics postsfor
| a while now (they're usually damned interesting). Oh well, when you're
| ready, I'm happy to beta test ;-)
|
| Andy
|
|
Hi, Dave
My project is coming along rather well. So far, it's working nicely on
several different scales and types of vehicles, so I think everybody's hope of
having a "drive any car" kind of system is possible. Of course, Chris and Tony
West's World Sports Cars will beat us to it and do it with very pretty
graphics, so... ;-)
The problem that I'm finding now is that the specific information and
how-to's of this subject is rather valuable information. That makes me tend to
want to stop sharing it after programmers reach a certain point. Perhaps I'm
not seeing this in the best light, though! Anybody have thoughts on this
subject?
Anyway, my physics engine is nearly completed for full 3-D. It's fun to
watch the car bounce off curbs and jump over hills. I do have a question that
I may ask in a new Car Physics thread. Maybe somebody'll know and help!
Ash, you had a question recently regarding the Magic tire model. I've
dabbled a bit with nondimensionalized tire data as described in Doug and
William Milliken's excellent book, "Race Car Vehicle Dynamics", but haven't
focused on it as I'm concentrating on other stuff right now, so I apologize for
my lack of help in that area. You seem to know more than I do there.
Meanwhile, I finally fixed the low speed tire stability problem and hill
stopping bug in a seperate tire simulation program. Soon I'll have to put that
in the main program and see how/if it works.
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
On Fri, 15 Dec 2000 16:11:06 -0000, "Andy Laurence"
<[email hidden]> wrote:
>How are the sim projects coming along? I've not seen any physics posts for
>a while now (they're usually damned interesting). Oh well, when you're
>ready, I'm happy to beta test ;-)
On this side (nice to see Todd's project is coming along), I can
report I'm targeting to release a new version (0.3) between now &
Christmas. It's just I have a show to do this thursday/friday and it's
still entirely unclear whether I have to do much or little work before
that! It's a bit of a mess, but I don't whether I'm swamped with free
time now or not.
Anyway, the N4 hype is lowering a bit, and before-X-mas is always a
good thing. ;-)
New things are:
- suspension (wasn't in 0.2 IIRC)
- CarLab - editor for interactively juggling the parameters of your
car (drive around in the editor itself)
- Modeler - not actually to model things but to import models (see if
they work) and export to .dof, that's a quick-loading format because
otherwise things are so slow
- Config - an MFC app to ease the setting of some parameters (screen
resolution, controller setup)
- TrackEd - hm, very alpha, loads some models; this is the next thing,
I'm importing SCGT tracks at the moment, but rights issues are a
pain).
- A Ferrari P4 car (an SCGT car)
- Lots more information and documentation on the site
The emphasis was on the graphics and utilities around it... The next
emphasis will be on track building (done in Max for example); I'm not
a track builder so I just have this piece of road. After that, physics
again (very necessary probably after my first kerb-hit).
And reading up on EVERYTHING (but mostly graphics at this time).
Hopefully so this week some nice toys to play around with. :)
As for Car physics threads thus, I'm found more in some graphics
newsgroups, as this is on my plate right now. Let's hope work stays
quiet till the end of December! ;-)
Things really bugged me for long periods of time when my Banshee
turned out to be unusable on Win2K. I now have a TNT2Ultra and things
have never looked better. Now onto Config... Gosh, setting a deadline
on myself for X-mas, I must be going crazy! ;-)
I'll post here when it's up.
Ruud van Gaal, GPL Rank +53.25
MarketGraph : http://www.marketgraph.nl
Pencil art : http://www.marketgraph.nl/gallery/
Car simulation: http://www.marketgraph.nl/gallery/racer/
I have been following your threads for a while now, and they never seem to make
any sense to me but its good too read about new things.anyhow, i have been
thinking about something missing in these games that might be pretty easy too
implement. the
idea comes from the career mode of most games.for example, SCGT keeps track of
your careers in hours. this in turn made me wonder-why cant we have a working
odometer in these games? it would be cool to know how many miles we've driven
GPL or NASCAR3. maybe it cant be done,or maybe its a stupid idea that no one
wants but i thought you would be a great person to ask.so far i have not seen
this in any of my games. official f1
f1wgp
mobil rally
nhra-pointless
f12000
grand prix legends
viper racing
SCGT
NFSHS
THANKS,
LANCEMANYUN
Ruud van Gaal wrote:
Quoted text (54 lines)
> On Fri, 15 Dec 2000 16:11:06 -0000, "Andy Laurence" > <[email hidden]> wrote: > > >How are the sim projects coming along? I've not seen any physics posts for > >a while now (they're usually damned interesting). Oh well, when you're > >ready, I'm happy to beta test ;-) > > On this side (nice to see Todd's project is coming along), I can > report I'm targeting to release a new version (0.3) between now & > Christmas. It's just I have a show to do this thursday/friday and it's > still entirely unclear whether I have to do much or little work before > that! It's a bit of a mess, but I don't whether I'm swamped with free > time now or not. > Anyway, the N4 hype is lowering a bit, and before-X-mas is always a > good thing. ;-) > > New things are: > - suspension (wasn't in 0.2 IIRC) > - CarLab - editor for interactively juggling the parameters of your > car (drive around in the editor itself) > - Modeler - not actually to model things but to import models (see if > they work) and export to .dof, that's a quick-loading format because > otherwise things are so slow > - Config - an MFC app to ease the setting of some parameters (screen > resolution, controller setup) > - TrackEd - hm, very alpha, loads some models; this is the next thing, > I'm importing SCGT tracks at the moment, but rights issues are a > pain). > - A Ferrari P4 car (an SCGT car) > - Lots more information and documentation on the site > > The emphasis was on the graphics and utilities around it... The next > emphasis will be on track building (done in Max for example); I'm not > a track builder so I just have this piece of road. After that, physics > again (very necessary probably after my first kerb-hit). > And reading up on EVERYTHING (but mostly graphics at this time). > > Hopefully so this week some nice toys to play around with. :) > > As for Car physics threads thus, I'm found more in some graphics > newsgroups, as this is on my plate right now. Let's hope work stays > quiet till the end of December! ;-) > > Things really bugged me for long periods of time when my Banshee > turned out to be unusable on Win2K. I now have a TNT2Ultra and things > have never looked better. Now onto Config... Gosh, setting a deadline > on myself for X-mas, I must be going crazy! ;-) > > I'll post here when it's up. > > Ruud van Gaal, GPL Rank +53.25 > MarketGraph : http://www.marketgraph.nl > Pencil art : http://www.marketgraph.nl/gallery/ > Car simulation: http://www.marketgraph.nl/gallery/racer/On Tue, 19 Dec 2000 14:11:07 -0800, Joey Miller
<[email hidden]> wrote:
>I have been following your threads for a while now, and they never seem to make
>any sense to me but its good too read about new things.anyhow, i have been
>thinking about something missing in these games that might be pretty easy too
>implement. the<snip>
Joey... Bruce is going to get a heart attack now..
:)
Andre
On Tue, 19 Dec 2000 14:11:07 -0800, Joey Miller
<[email hidden]> wrote:
...
>idea comes from the career mode of most games.for example, SCGT keeps track of
>your careers in hours. this in turn made me wonder-why cant we have a working
>odometer in these games? it would be cool to know how many miles we've driven
>GPL or NASCAR3. maybe it cant be done,or maybe its a stupid idea that no one
>wants but i thought you would be a great person to ask.
Anything can be done in a way, it's a matter of priorities (and
preferences! ;-)). What's an odometers exactly? Does it count miles
then?
Seems this would be possible, almost like an Elite-ish kind of way:
after 1000 miles of driving you get the next car, lol.
It just would be a bit inaccurate; when falling down the sky (we know
that feeling after GPL hehe), does that count as distance? :)
Anyway, damn, this customer of ours HAS in fact been so late and now
I'm working-sleeping-working till the weekend to get things done. I
have to go to sleep now, but just uploaded a reasonably working set of
executables, documentation etc on my Racer page.
It's at http://www.marketgraph.nl/gallery/racer
It WILL contain a lot of unfinished business, but I don't have time
this week to fix things up before X-mas. Mostly it's a nice read of
what is and what's to come. And some nice interactive fiddling with
your car, although before you know it, it sinks down the floor, hehe.
Or flips over and you'll see the gravity bug as it flies of to meet
Freddy Mercury.
I'm not really doing an official 'Hey it's here' cause there may be
serious stuff not going well. But for the quick & dirty, download
Config; it will allow some adjusting to get the first thing going.
As for creating cars, ofcourse anyone can already do things in Max, as
Racer isn't very restrictive. It's just the .DOF format now is really
under great development; half big-endian, half little-endian. Forget
this paragraph if you don't know what that is. ;-)
I'll update it between X-mas and the New Year some, probably. It's
just to get that GP*l feeling out the window.
Hohoho, merry X-mas then!
Ruud van Gaal
...
Ruud van Gaal, GPL Rank +53.25
MarketGraph : http://www.marketgraph.nl
Pencil art : http://www.marketgraph.nl/gallery/
Car simulation: http://www.marketgraph.nl/gallery/racer/
Quoted text (22 lines)
>> New things are: >> - suspension (wasn't in 0.2 IIRC) >> - CarLab - editor for interactively juggling the parameters of your >> car (drive around in the editor itself) >> - Modeler - not actually to model things but to import models (see if >> they work) and export to .dof, that's a quick-loading format because >> otherwise things are so slow >> - Config - an MFC app to ease the setting of some parameters (screen >> resolution, controller setup) >> - TrackEd - hm, very alpha, loads some models; this is the next thing, >> I'm importing SCGT tracks at the moment, but rights issues are a >> pain). >> - A Ferrari P4 car (an SCGT car) >> - Lots more information and documentation on the site >> >> The emphasis was on the graphics and utilities around it... The next >> emphasis will be on track building (done in Max for example); I'm not >> a track builder so I just have this piece of road. After that, physics >> again (very necessary probably after my first kerb-hit). >> And reading up on EVERYTHING (but mostly graphics at this time). >> >> Hopefully so this week some nice toys to play around with. :) Oh Gawd don't DO IT!!!
I had Elite...waaay back on the Commodore 64. Nice little program,
possibly the smallest code for any game except tic tack toe. But
THEN...somebody posted a small utility that kept track of your Score and
would print on the screen how many more kills were needed to acheive the
next level....Man that is all it took. I was on that freekin' computer in
the morning when I woke up, after work, after dinner, before I went to
sleep, JUST to add one or two more kills to my total. Made Elite in the
Commodore and Amiga versions, but burned out when the PC title came
out..whew...
dave henrie
"Ruud van Gaal" <[email hidden]> wrote in message
news:[email hidden]...
> On Tue, 19 Dec 2000 14:11:07 -0800, Joey Miller
> <[email hidden]> wrote:
>
> ...
> >idea comes from the career mode of most games.for example, SCGT keepstrack of
> >your careers in hours. this in turn made me wonder-why cant we have aworking
> >odometer in these games? it would be cool to know how many miles we'vedriven
> >GPL or NASCAR3. maybe it cant be done,or maybe its a stupid idea that noone
Quoted text (65 lines)
> >wants but i thought you would be a great person to ask. > > Anything can be done in a way, it's a matter of priorities (and > preferences! ;-)). What's an odometers exactly? Does it count miles > then? > Seems this would be possible, almost like an Elite-ish kind of way: > after 1000 miles of driving you get the next car, lol. > It just would be a bit inaccurate; when falling down the sky (we know > that feeling after GPL hehe), does that count as distance? :) > > Anyway, damn, this customer of ours HAS in fact been so late and now > I'm working-sleeping-working till the weekend to get things done. I > have to go to sleep now, but just uploaded a reasonably working set of > executables, documentation etc on my Racer page. > It's at http://www.marketgraph.nl/gallery/racer > It WILL contain a lot of unfinished business, but I don't have time > this week to fix things up before X-mas. Mostly it's a nice read of > what is and what's to come. And some nice interactive fiddling with > your car, although before you know it, it sinks down the floor, hehe. > Or flips over and you'll see the gravity bug as it flies of to meet > Freddy Mercury. > > I'm not really doing an official 'Hey it's here' cause there may be > serious stuff not going well. But for the quick & dirty, download > Config; it will allow some adjusting to get the first thing going. > > As for creating cars, ofcourse anyone can already do things in Max, as > Racer isn't very restrictive. It's just the .DOF format now is really > under great development; half big-endian, half little-endian. Forget > this paragraph if you don't know what that is. ;-) > > I'll update it between X-mas and the New Year some, probably. It's > just to get that GP*l feeling out the window. > > Hohoho, merry X-mas then! > Ruud van Gaal > > ... > >> New things are: > >> - suspension (wasn't in 0.2 IIRC) > >> - CarLab - editor for interactively juggling the parameters of your > >> car (drive around in the editor itself) > >> - Modeler - not actually to model things but to import models (see if > >> they work) and export to .dof, that's a quick-loading format because > >> otherwise things are so slow > >> - Config - an MFC app to ease the setting of some parameters (screen > >> resolution, controller setup) > >> - TrackEd - hm, very alpha, loads some models; this is the next thing, > >> I'm importing SCGT tracks at the moment, but rights issues are a > >> pain). > >> - A Ferrari P4 car (an SCGT car) > >> - Lots more information and documentation on the site > >> > >> The emphasis was on the graphics and utilities around it... The next > >> emphasis will be on track building (done in Max for example); I'm not > >> a track builder so I just have this piece of road. After that, physics > >> again (very necessary probably after my first kerb-hit). > >> And reading up on EVERYTHING (but mostly graphics at this time). > >> > >> Hopefully so this week some nice toys to play around with. :) > > Ruud van Gaal, GPL Rank +53.25 > MarketGraph : http://www.marketgraph.nl > Pencil art : http://www.marketgraph.nl/gallery/ > Car simulation: http://www.marketgraph.nl/gallery/racer/In article <[email hidden]>, Joey Miller
<[email hidden]> writes:
>idea comes from the career mode of most games.for example, SCGT keeps track
>of
>your careers in hours.
Does it? I never noticed that. Where is that in the program?
Eldred
--
Tiger Stadium R.I.P. 1912-1999
Homepage - http://www.umich.edu/~epickett
GPL F1 hcp. +39.11/F3 hcp. +373.73
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
On Wed, 20 Dec 2000 01:52:27 GMT, "Dave Henrie" <[email hidden]>
wrote:
> Oh Gawd don't DO IT!!!
> I had Elite...waaay back on the Commodore 64. Nice little program,
>possibly the smallest code for any game except tic tack toe. But
>THEN...somebody posted a small utility that kept track of your Score and
>would print on the screen how many more kills were needed to acheive the
>next level....Man that is all it took.
Aha, so that's why I was spending hours and hours and got no further;
I was flying into easy terrain, no feudal planets please. And no
narcotics. So not too many kills. And endless writing of the prices at
every planet, getting the best bang for my buck. Unbelievable, but
still addicting. Perhaps an option in a Racer derivative to deliver
packages from pit tower to the poor houses at the Masta Kink (which
inhabitants probably don't DARE to go out anymore lol).
Now I think Half-life is still overly big. Quick races are better.
Only so little time in one's life.
Ruud van Gaal, GPL Rank +53.25
MarketGraph : http://www.marketgraph.nl
Pencil art : http://www.marketgraph.nl/gallery/
Car simulation: http://www.marketgraph.nl/gallery/racer/
sorry eldred i was reading back my post and realized that it is VIPER RACING
that keeps track in hours. then i had to make a decision as to change it or not
.as you can see i chose to hope that SCGT kept hours as oppossed to changing
it.sorry for the confusion. but other than that -what do you think of the
odometer idea?
lancemanyun
EldredP wrote:
Quoted text (18 lines)
> In article <[email hidden]>, Joey Miller > <[email hidden]> writes: > > >idea comes from the career mode of most games.for example, SCGT keeps track > >of > >your careers in hours. > > Does it? I never noticed that. Where is that in the program? > > Eldred > -- > Tiger Stadium R.I.P. 1912-1999 > Homepage - http://www.umich.edu/~epickett > GPL F1 hcp. +39.11/F3 hcp. +373.73 > > Never argue with an idiot. He brings you down to his level, then beats you > with experience... > Remove SPAM-OFF to reply.In article <[email hidden]>, Joey Miller
<[email hidden]> writes:
>sorry eldred i was reading back my post and realized that it is VIPER RACING
>that keeps track in hours. then i had to make a decision as to change it or
>not
>.as you can see i chose to hope that SCGT kept hours as oppossed to changing
>it.sorry for the confusion. but other than that -what do you think of the
>odometer idea?
I think it's a GREAT idea. I'd love to be able to say exactly how many
miles(or at least laps) I'd done at a particular track. The pro teams do it,
why not us? I've considered tracking every practice session and race, but
that's just WAY too much work...<g>
Eldred
--
Tiger Stadium R.I.P. 1912-1999
Homepage - http://www.umich.edu/~epickett
GPL F1 hcp. +39.11/F3 hcp. +373.73
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.


































