The online racing simulator
OutSim Vector Orientation
(4 posts, started )
#1 - heyen
OutSim Vector Orientation
First, I have read the threads and the docs.
I searched the forum but didnt find a clear answer.
I manage to retrieve OutSim data and want to
calculate the forces acting on the driver during
different driving situations of a race.

Quote :
Each update sends the following UDP packet :

unsigned int :time in milliseconds (to check order)
Angular Velocity :3 floats
Orientation :3 floats Heading, Pitch, Roll
Acceleration :3 floats X, Y, Z
Velocity :3 floats X, Y, Z
Position :3 ints X, Y, Z (metres x 65536)
Game ID :1 int (optional ID - if specified in cfg.txt)

But there is one question remaining:

Are all Vectors related to the world coordinate system?
Or is any vector in car orientation?
Orientation has to be world related. Position also has to.
Only 3 vectors remaining.

Many thanks in advance.
#2 - Hahni
All vectors are relatet to the world coordinate system
#3 - heyen
Dankeschoen!
Quote from heyen :First, I have read the threads and the docs.
I searched the forum but didnt find a clear answer.
I manage to retrieve OutSim data and want to
calculate the forces acting on the driver during
different driving situations of a race.



But there is one question remaining:

Are all Vectors related to the world coordinate system?
Or is any vector in car orientation?
Orientation has to be world related. Position also has to.
Only 3 vectors remaining.

Many thanks in advance.

Hi Heyen,


I have the same "problem". I need the accelaration vertors in the car coordinate system and not in the world system. Did you (or anybody else...) manage to produce the transformation formulas necessary from world to car oriented coordinates systems?

Could you please tell me ?

OutSim Vector Orientation
(4 posts, started )
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