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My car sim project...

25 posts by 11 people · 23 Jan 2000 - 26 Jan 2000

Proposal for an open, community-built racing sim

Jason Monds proposed starting a community racing sim project, beginning with a simple go-kart physics model and adding multiplayer before AI. Volunteers offered physics, art and neural network AI help, and others suggested RARS, CAD-based tools and table-driven physics models, while debating C++ versus Java for speed.

community/metaphysics/realism debate

Automated summary.

Jason Monds 23 Jan 2000#515851
Hello everyone, I woke up this morning with thoughts of racing SCGT in my head - please read on ;-) Then I started to think about how I domintate the AI in the wet :-( This turned me to thinking about how to program a better AI. As we all know, no current AI comes close to the thrill of racing real humans so I started thinking about how to program my own object oriented driving/racing simulation using C++. I know I can't create a super visual and physics model by myself, but know how to organize projects to allow for others to fill in the gaps (like Linux :) For example, I would not start with the graphics. I have a BSP display program that would get the job done (from an arcade view) but someone out there could create a better display routine than me. Someone wants OpenGL.. well program it :) I would build a simple physics model .. like a go-kart and use simplistic coding for the objects but allow for the ultimate F1 cars to be simulated as the objects got more complex. 1. Air Properties: Temperature, Density 2. Throttle Properites: Position 3. Fuel Properties: Octane (ability to make HP), How full the tank is 4. Chassis Properties: Weight. Areodynamics would affect weight too. 5. Engine Inputs: Fuel.Octane, Air.Temperature, Throttle.Position, Chassis.Weight Outputs: RPMs, Fuel consumption to Fuel object Properties: RPMs returned through the output shaft based on the characteristics of the engine. For my simple model I could use an electric engine which can provide 100% HP from a standstill. 6. Transmission Inputs: Engine.RPM Output: RPM Properties: Using gears the input RPM will be converted to some output RPM. For my simple model, only 1 gear will be used. 7. RearDifferential Inputs: Transmission.RPM, RearLeftWheel.Grip, RearRightWheel.Grip Output: RearLeftAxle.RPM, RearRightAxle.RPM Properties: Converts the input RPMs to appropriate percentage of Left and Right Axle RPMs. My simple model will have a locked differential and only reduce the output RPMs like a gear. 8. FrontLeftTire Input: FrontLeftSuspension.Camber, FrontLeftSuspension.ToeIn, Chassis.FrontLeftWeight, Road.Angle, Road.Temp, Road.Friction, Road.SurfaceType, Road.SurfaceDepth Output: Traction Properties: The tire will produce a percentage of perfect traction to the physics engine. The road surface could be wet, but with a depth of 5mm to represent a puddle. If you have slicks on, you will hydro-plane. 9. ... more more more With the interaction between the objects defined (inputs and outputs), I can skip some sections to allow for future growth. For example, a go-kart has no suspension, nor differential so those can be done later. This will allow for unlimited modeling of cars, trucks, motorbikes? I would create a skidpad to test the physics, but with editors for roads and cars. You will see more than the 155 new cars like SCGT has or 10-100 tracks that GP2 has. So am I insane for thinking about this? Hehe. Jason. -- Jason Monds "Insert Witty Remark Here" theCLAPPER in Kali http://members.home.net/gpl.mondsj/gpl - My combined gas/brake setups [link lost in import] (Remove 'no spork' when replying)
Remco Moedt 23 Jan 2000#515852
Hi Jason, Interesting stuff.
Quoted text (8 lines)>Hello everyone, >I woke up this morning with thoughts of racing SCGT in my head - please >read on ;-) Then I started to think about how I domintate the AI in the >wet :-( This turned me to thinking about how to program a better AI. >As we all know, no current AI comes close to the thrill of racing real >humans so I started thinking about how to program my own object oriented >driving/racing simulation using C++.
I wouldn't bother with AI, but concentrate on online play....just MO. I agree, graphics aren't important at first. However, when you study the file format of the tracks (and cars) in GPL, you'll see they went through a lot of trouble to optimize the tracks in favor of graphics (read framerate). You also should consider the synchronisation between the physics rate and the graphics. And, don't forget that the graphics are the most important feedback for the player. Is a good idea to start learning, but I believe you should start with a proper foundation. Physics don't change, you don't have to relearn that piece of code, unlike graphics/sound/GUI/controller code. You need a solid physics base, a nice graphics/sound engine, and tools so others could make the tracks and cars. You could consider a series designer, where you create the rules for the cars/tracks. Then people could design their own car, according to the rules. They should make a compromise between speed and reliability, and the program should use this parameters (and driver behaviour) to determine when there is a failure. You can even go so far that they need to build their own engine. A simulation in a simulation.... <Snip Object & Properties> Yes, those object and stuff make sense, but it is far from complete, and the order seems random. One problem when you start a project as ambitious as this, is that there is no room for optimalisation. Calculating the contact path of a tire on a road surface is something different compared to a tire <> dirt surface. Computers aren't fast enough to build one generic algoritme for it. Heck, modelling modern F1 with the same standard as GPL would possible be too much for the fastest computers available today. (Consumer computers, that is. A Cray might do it <g>) Anyway, I am interested, and would like to be a part of it.... Of course you are, so am I <g> Remco
There is an international crossplatform basic simulation of automated racing available called RARS (Robot Auto Racing Simulator). (see below). If you have access to a C++ compiler, you can put together the low level AI routines an create an AI to compete. It's fun to play with. The graphics included (at the time I looked at it) were an overhead shot of fairly complex tracks showing the car positions as the race progressed. The following is a somewhat dated note from the giving a basic description and URLs for more info. A digest of the list goes out several times a month. Subject: RARS Race results for 26-9 Date: Sun, 26 Sep 1999 14:51:02 +0100 From: To: RARS Race Report & News About Upcoming Races September 26th, 1999 RARS is the Robot Auto Racing Simulation, a competition for programmers and an on-going challenge for practicioners of Artificial Intelligence and real-time adaptive optimal control. It consists of a simulation of the physics of cars racing on a track, a graphic display of the race, and a separate control program (robot "driver") for each car. All RARS software and activities are free and open to the public. It runs on DOS, Windows, OS/2, UNIX, Linux, and several other platforms. For more information e-mail to http://www.ebc.ee/~mremm/rars/rars.htm and http://home.planetinternet.be/~pascutto/index.html
Quoted text (8 lines)> Hello everyone, > I woke up this morning with thoughts of racing SCGT in my head - please > read on ;-) Then I started to think about how I domintate the AI in the > wet :-( This turned me to thinking about how to program a better AI. > As we all know, no current AI comes close to the thrill of racing real > humans so I started thinking about how to program my own object oriented > driving/racing simulation using C++.
-- Matthew V. Jessick Motorsims Vehicle Dynamics Engineer (972)910-8866 Ext.125, Fax: (972)910-8216
> ... I would build a simple > physics model .. like a go-kart and use simplistic coding for the > objects but allow for the ultimate F1 cars to be simulated as the > objects got more complex. > ... Well, I have been thinking of similar things myself, only I came to an opposite conclusion. I feel that your physical model is too simple. I have played a lot of Test Drive 5 lately, and the model *sucks*. It's so simple that cars handle like shit. I think the physical model should be far more elaborate, with tire flexibility, shock absorbers and spring stiffness, weight ditribution and moments of inertia, center of gravity positions, motor torque curve, etc... Also, TD5 and other simplified games are so _unfair_. The AI must get a chance to win, so what do they do? The police can stop you, but not the AI. If the AI touches your car, you crash, if you touch the AI, you crash... All cars handle exactly the same, only with different acceleration. My recipes for a good simulation: 1) An _exact_ physical model, as I described above. It would need far less CPU power than the 3d landscaping. 2) Fair rules. The AI must respond exactly as you do. It must see exactly what you can see. It must respond to the same rules. Police can stop anyone, all cars have the stability dictated by their respective physical models. A Shelby Cobra would handle better than a hemi 'Cuda, of course, but you would know that when you chose your car. 3) Smarter AI. More reasoning power to the "driver". "He" must be able to plan according to what he sees of the road. Lack of "brain" power by the AI should never be compensated by cheating the rules against the human. 4) Analog control, not keyboard. In TD5 you touch a button on the keyboard and the steering goes fully to the direction you touched. The joystick, despite being an analog device, handles exactly the same way in TD5. What is needed is using the analog capacity of the joystick for steering and throttle.
Kirk House 23 Jan 2000#515855
Maybe you could get a Java Linux Open GL project going. I just read that OGL is now fully supported in Linux so it would be easier to test the graphics side of the project. I suggest Java because it is much easier to port (or so I hear) than C++ and I suggest Linux because I have a feeling that by the time the project creates something interesting we will all be using Linux anyway. If I could program worth a damn I'd help :)
Jason Monds 24 Jan 2000#516041
Hi Remco, > I wouldn't bother with AI, but concentrate on online play....just MO. I agree 100% The AI thoughts just got me started :) One thing about online play and warping would be to have an AI that would drive like you do to make up for the loss of packets. The go-kart idea is a stepping stone (using the least number of "working" objects) so I can feel like I accomplished something. Once I have a basic framework of how the objects communicate. People who really know suspensions should be able to fix my less than perfect suspension-object algorithms. I really don't know all the physics stuff but will code for weight transfer communication and such. I was thinking on a triangle driven graphics engine, you can make the triangle as small/big as you want. For example SODA had relatively large triangles, in this graphics engine you could make then small to produce.. bumps :) I have a working test bed for this triangle engine, but you can't get too close to objects or it clips incorrectly. Sound.. You mean "vrooom vroom" spoken by me won't cut it? Hehe. This is where someone with sound knowledge will be helpful. Hopefully once they see the package they will be glad to put sound in. This is the easy part :) Now that would be cool. You bet, I just spent 10 mins to slap in on electronic paper. I did say I just woke up with this idea :D Then we can have a "contact patch" object to fake this for us. As long as we have objects talking to one another any object can be upgraded when the Desktop Cray is sold :) A tool could be made so people could customize how a "new" compound grips the road, ice, dirt, mud. That's why go-karts is an easy start.. people like results. Besides once the go-kart version is done. The multiplay can get started. Even with a 80% GPL engine to work with I think we could all get the driving sims we want. I read LeadFoot is going to be more arcade than DTR :-( Sims are not popular for sales so we can make our own :) Sounds great. Email me if you have a speciality. Maybe you can help review my object communications? A solid foundation will make this soar! -- Jason Monds "Insert Witty Remark Here" theCLAPPER in Kali http://members.home.net/gpl.mondsj/gpl - My combined gas/brake setups http://members.home.net/stuff.mondsj/n3prc - N3 Pro Racing Club (Remove 'no spork' when replying)
Jason Monds 24 Jan 2000#516042
Hi Valter,
Quoted text (13 lines)> > ... I would build a simple > > physics model .. like a go-kart and use simplistic coding for the > > objects but allow for the ultimate F1 cars to be simulated as the > > objects got more complex. > > ... > Well, I have been thinking of similar things myself, only I came to an > opposite conclusion. I feel that your physical model is too simple. I > have played a lot of Test Drive 5 lately, and the model *sucks*. It's so > simple that cars handle like shit. I think the physical model should be > far more elaborate, with tire flexibility, shock absorbers and spring > stiffness, weight ditribution and moments of inertia, center of gravity > positions, motor torque curve, etc...
I was going to have all that stuff, but a go-kart is really simple and it's a place to start :) Driving a Corvette in TD5 should not handle like a go-kart, I agree. -- Jason Monds "Insert Witty Remark Here" theCLAPPER in Kali http://members.home.net/gpl.mondsj/gpl - My combined gas/brake setups http://members.home.net/stuff.mondsj/n3prc - N3 Pro Racing Club (Remove 'no spork' when replying)
> ... > I was going to have all that stuff, but a go-kart is really simple and > it's a place to start :) Driving a Corvette in TD5 should not handle > like a go-kart, I agree. > ... So, let's start a "free racing" project. I can contribute with the physical models (I'm an engineer working with communication satellites dynamics, so I can handle the models part). Also, what if people all around the world could contribute with video tapes of their cities? We could get some really nice race sequences, with local police thrown in! I have done programming in OpenGL in both m$-windoze and Linux, so I can contribute on that as well. Let's rumble!
Jason Monds 24 Jan 2000#516044
I have this program too. It's neat :-) It could help with collision physics. Thanks, Jason.
Quoted text (12 lines)> There is an international crossplatform basic simulation of automated racing > available called RARS (Robot Auto Racing Simulator). (see below). > If you have access to a C++ compiler, you can put together > the low level AI routines an create an AI to compete. > It's fun to play with. The graphics included (at the time I looked at it) > were an overhead shot of fairly complex tracks showing the car > positions as the race progressed. > http://www.ebc.ee/~mremm/rars/rars.htm and > http://home.planetinternet.be/~pascutto/index.html
-- Jason Monds http://members.home.net/gpl.mondsj/gpl - For my combined gas/brake setups http://members.home.net/stuff.mondsj/n3prc - Nascar3 Pro Racing Club (Please remove 'no extra spork' when replying)
Jason Monds 24 Jan 2000#516045
There is g++ for Linux. That might be better. Java is portable but speed will be factor here and I don't think Java will cut it. Jason. > Maybe you could get a Java Linux Open GL project going. I just read that > OGL is now fully supported in Linux so it would be easier to test the > graphics side of the project. I suggest Java because it is much easier to > port (or so I hear) than C++ and I suggest Linux because I have a feeling > that by the time the project creates something interesting we will all be > using Linux anyway. If I could program worth a damn I'd help :) -- Jason Monds http://members.home.net/gpl.mondsj/gpl - For my combined gas/brake setups http://members.home.net/stuff.mondsj/n3prc - Nascar3 Pro Racing Club (Please remove 'no extra spork' when replying)
Jason Monds 24 Jan 2000#516046
Quoted text (13 lines)> > ... > > I was going to have all that stuff, but a go-kart is really simple and > > it's a place to start :) Driving a Corvette in TD5 should not handle > > like a go-kart, I agree. > > ... > So, let's start a "free racing" project. I can contribute with the > physical models (I'm an engineer working with communication satellites > dynamics, so I can handle the models part). Also, what if people all > around the world could contribute with video tapes of their cities? We > could get some really nice race sequences, with local police thrown in! > I have done programming in OpenGL in both m$-windoze and Linux, so I can > contribute on that as well. Let's rumble!
Now that's enthusiasm :-D I know other "free racing" projects exist, but I'm not sure what status they are in. I'm a good project manager and get the IS programming done around here so I wanted to start a project that would be a challenge yet fun! The physics would not be my strong point, but if I programmed the object communcations and someone else, like yourself, coded particular physics then we would have a great sim engine to build any racing game... TD6 or ICR3 or SODA2. I will put you on a contact list. Thanks, Jason. -- Jason Monds http://members.home.net/gpl.mondsj/gpl - For my combined gas/brake setups http://members.home.net/stuff.mondsj/n3prc - Nascar3 Pro Racing Club (Please remove 'no extra spork' when replying)
Morgan VW? 24 Jan 2000#516047
I've been thinking of something like that for the past couple of months. I'm not a *real* programmer though. I know a little C and C++, but I'm not really interested in all that technical stuff to get very far. Especially considering the complexities of game programming. I'd just like to create a completely open game engine with graphics and basic physical and AI stuff hard-coded in, but all vehicle, motor, transmission, AI routines, and other such aspects variable within plain text files and maybe more fundamental code editable from separate dlls. I'm really thinking more of a really good NASCAR sim (since Sierra won't allow Papy to release the real N3), but the game could be modified to accomodate just about any sort of auto racing. That's just off the top of my head. I haven't really givin it all much thorough thought. It's really just a fantasy, but it's fun to think about nonetheless. And to me, AI is very important. That would be one of the most fun parts. Coding truly realistic AI. With very good network code as well for those of you with fast connections and those of us that hope to get faster connections in the future. But even with good multiplayer code, playing around with car files and driver lists like in N3/NL is just plain fun. AI shouldn't be neglected. Even Carmack wants to do a more single-player-focused game next time around. :) Jason, if you think you can do it, then do it! We need all the true sims we can get our hands on especially considering how many companies are publishing arcade games marketed as sims. -- ----------------------------------- Morgan Vincent Wooten http://members.tripod.com/~morganv/ -----------------------------------
If you folks need some help with the artsy side of things, just let me know! I'm an electrical engineer by trade, but have been known to make some pretty mean cars as well. I'd be willing to take on other things too, although I might need some 'coaching' to refresh my programming skills. :0) Mike
Quoted text (20 lines)> There is g++ for Linux. That might be better. Java is portable but speed > will be factor here and I don't think Java will cut it. > Jason. > > Maybe you could get a Java Linux Open GL project going. I just read that > > OGL is now fully supported in Linux so it would be easier to test the > > graphics side of the project. I suggest Java because it is much easier to > > port (or so I hear) than C++ and I suggest Linux because I have a feeling > > that by the time the project creates something interesting we will all be > > using Linux anyway. If I could program worth a damn I'd help :) > -- > Jason Monds > http://members.home.net/gpl.mondsj/gpl - For my combined gas/brake setups > http://members.home.net/stuff.mondsj/n3prc - Nascar3 Pro Racing Club > (Please remove 'no extra spork' when replying)
Jason Monds 24 Jan 2000#516049
Quoted text (12 lines)> I've been thinking of something like that for the past couple of months. I'm > not a *real* programmer though. I know a little C and C++, but I'm not really > interested in all that technical stuff to get very far. Especially considering > the complexities of game programming. I'd just like to create a completely open > game engine with graphics and basic physical and AI stuff hard-coded in, but > all vehicle, motor, transmission, AI routines, and other such aspects variable > within plain text files and maybe more fundamental code editable from separate > dlls. I'm really thinking more of a really good NASCAR sim (since Sierra won't > allow Papy to release the real N3), but the game could be modified to > accomodate just about any sort of auto racing. That's just off the top of my > head. I haven't really givin it all much thorough thought. It's really just a > fantasy, but it's fun to think about nonetheless.
I'm looking to build a physic/graphics/controller/sound engine with built in editors to add new cars (including the parts) and tracks. The AI will be added last, since multiplay would get more people interested in the project to contribute. I think I can :-D I really don't have all the physics knowledge, but I have a basic graphics engine and the desire to build a car model. With an open source project like this, once the foundation is there I'm sure people who know the physics will contribute. Understand that table driven routines may have to be used for certain objects until we get desktop Crays :-) Aside: When driving into work, I was envisioning the "objects" in my real car interacting.. LOL This afternoon I was thinking on the layout of a text display for all the inputs/outputs of the various objects in the simulation. Oh man, I'm gonna lose sleep ;-)
Quoted text (24 lines)> -- > ----------------------------------- > Morgan Vincent Wooten > http://members.tripod.com/~morganv/ > ----------------------------------- > > Hello everyone, > > I woke up this morning with thoughts of racing SCGT in my head - please > [] > > So am I insane for thinking about this? Hehe. > > Jason. > > -- > > Jason Monds "Insert Witty Remark Here" theCLAPPER in Kali > > http://members.home.net/gpl.mondsj/gpl - My combined gas/brake > > setups > > http://members.home.net/stuff.mondsj/n3prc - N3 Pro Racing Club > > (Remove 'no spork' when replying)
-- Jason Monds http://members.home.net/gpl.mondsj/gpl - For my combined gas/brake setups http://members.home.net/stuff.mondsj/n3prc - Nascar3 Pro Racing Club (Please remove 'no extra spork' when replying)
Jason Monds 24 Jan 2000#516050
I put you on the contact list. Thanks, Jason. > If you folks need some help with the artsy side of things, just let me know! > I'm an electrical engineer by trade, but have been known to make some pretty > mean cars as well. I'd be willing to take on other things too, although I might > need some 'coaching' to refresh my programming skills. :0) > Mike -- Jason Monds http://members.home.net/gpl.mondsj/gpl - For my combined gas/brake setups http://members.home.net/stuff.mondsj/n3prc - Nascar3 Pro Racing Club (Please remove 'no extra spork' when replying)
Pat Dotson 24 Jan 2000#516051
Regardless of how the final 3d objects are coded, at the front end they should be built with tools that can export a common CAD-type file. Something like IGES or DXF, that can be read and exported by Autocad, 3D Studio, or any other CAD program. This would go for all cars, tracks, and trackside objects. When it comes time to build some 3D models of cars and things, I should be able to help a lot. -- Pat Dotson IMPACT Motorsports http://www.impactmotorsports.com/pd.html
Quoted text (10 lines)> Hi Remco, > > I wouldn't bother with AI, but concentrate on online play....just MO. > I agree 100% The AI thoughts just got me started :) One thing about > online play and warping would be to have an AI that would drive like you > do to make up for the loss of packets.
I don't think I'd model an AI after Remco. If they were too fast they might ruin one of the reasons for online racing ;) -- Matthew V. Jessick Motorsims Vehicle Dynamics Engineer (972)910-8866 Ext.125, Fax: (972)910-8216
> So, let's start a "free racing" project. I can contribute with the > physical models (I'm an engineer working with communication satellites > dynamics, so I can handle the models part). Speaking as a former orbit mechanic, you are starting down a slippery slope! :) -- Matthew V. Jessick Motorsims Vehicle Dynamics Engineer (972)910-8866 Ext.125, Fax: (972)910-8216
> I really don't have all the physics knowledge, but I have a basic graphics engine > and the desire to build a car model. With an open source project like this, once > the foundation is there I'm sure people who know the physics will contribute. > Understand that table driven routines may have to be used for certain objects until > we get desktop Crays :-) Please understand that in real high powered engineering modeling work, one uses a lot of tables. Tables aren't bad. (Let's say that again ;) Tables aren't bad. (It just depends what the tables are about ;) It might take the aerodynamicist a month to summarize weeks of aero simulation runs into 20-400 tables to describe the vehicle's behavior over a (hopefully) fairly comprehensive set of conditions. But none of his runs use high fidelity in _everything_, just in aero. For instance, he'll "trim" the vehicle and maybe guess at the control surface moments to do that. But he'll use a constant CG location. By the time he's done, the size of the vehicle will have changed. He doesn't know yet that the force required is beyond the machines capacity. That's the flight control groups simulation. Each little group has it's own major interest. Each simulation in turn concentrates on and tests different things. They take the "summary" analysis (expressed in tables, etc.) of the other groups and add their own area of high fidelity to the mix. So by the time you get aero, mass properties, trajectories, flight control gains, etc., etc., all working in a realtime simulation to, for instance, test the flight computer, almost every subsystem is modeled heavily using tables of results at their core. Tire models may use analytic equations rather than tables, but those equations are just fits to tables of spotty experimental values and probably extrapolate pretty far afield from the data anyway. ;) Tables are good, tables are cool. So build up some fast table look up (TLU) routines for your sim! :) -- Matthew V. Jessick Motorsims Vehicle Dynamics Engineer (972)910-8866 Ext.125, Fax: (972)910-8216
What about using neural network for the AI? That way the AI will learn the tracks to know just like a normal player, and it will interact with others just like the players. Even though I don't know any C++, I know a god deal about java and I'm willing to contribute with some NN code. Using java for the multiplayer code is a good idea as well. Q3 does.(I think...) -- Ole-Martin http://frodo.hiof.no/~olemmork/ "The universe either had a beginning or it did not" - Edwin A. Abbot
: What about using neural network for the AI? : That way the AI will learn the tracks to know just like a normal : player, and it will interact with others just like the players. Didn't SODA learn the tracks created by the player? Sometimes it took a long time on a slow computer, but I thought this was a tidy bit of programming. Stephen
Jason Monds 25 Jan 2000#516267
Hi, > What about using neural network for the AI? > That way the AI will learn the tracks to know just like a normal > player, and it will interact with others just like the players. > Even though I don't know any C++, I know a god deal about java and I'm > willing to contribute with some NN code. I put you on the contact list. Thanks. I downloaded the java.sun.com SDK and it looks powerful in the graphics area :-) I'm not sure how fast it is though. What is your opinion on speed with Java or Borland C++ or Linux G++? I don't know what Q3 uses, I'm a Tribes player :-) Jason -- Jason Monds http://members.home.net/gpl.mondsj/gpl - For my combined gas/brake setups http://members.home.net/stuff.mondsj/n3prc - Nascar3 Pro Racing Club (Please remove 'no extra spork' when replying)
Jason Monds 25 Jan 2000#516268
Hi Matthew, I don't think this project will put you out of business ;-) It will give those who participate a place to use some of these ideas that we always thought about but never started :-D It's is the year 2000 after all, time for a change :-) Jason.
Quoted text (11 lines)> > So, let's start a "free racing" project. I can contribute with the > > physical models (I'm an engineer working with communication satellites > > dynamics, so I can handle the models part). > Speaking as a former orbit mechanic, you are starting down a > slippery slope! :) > -- > Matthew V. Jessick Motorsims > Vehicle Dynamics Engineer (972)910-8866 Ext.125, Fax: (972)910-8216
-- Jason Monds http://members.home.net/gpl.mondsj/gpl - For my combined gas/brake setups http://members.home.net/stuff.mondsj/n3prc - Nascar3 Pro Racing Club (Please remove 'no extra spork' when replying)
Peter Ives 25 Jan 2000#516269
Wouldn't that be great! Someone comes up with a new track. You install it on your system and then, while you're trying to figure out the best line, speed etc you find the AI drivers out there doing the same. Can't see it happening like this, but it would be nice. :-) -- Peter Ives - (AKA Ivington) No person's opinions can be said to be more correct than another's, because each is the sole judge of his or her own experience.
Hehe, I was more concerned with someone starting down a path that might end with their hobby as their career. ;) -- Matthew V. Jessick Motorsims Vehicle Dynamics Engineer (972)910-8866 Ext.125, Fax: (972)910-8216

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