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12 posts by 8 people · 15 Dec 2000 16:11 UTC - 21 Dec 2000 00:06 UTC

Andy Laurence 15 Dec 2000 16:11 UTC#214748
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 ...
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. :)
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/
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.

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