The online racing simulator
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Tanuva
S2 licensed
I have a torque curve available, thats not the problem (there's fairly much documentation on Mercedes truck engines).
The problem is more about merging all the forces which cannot be done using the physics engine from what I know yet. Its the clutch part: taking the input force (moving vehicle's torque induced through the wheels), calculating it's effect on the engine and then going that way back: engine output torque -> gearbox -> wheels.

The latter (output) part is the one I seem to have gotten right. Putting input forces together with the engine and figuring out how I could model the clutch (-> fixed wheel-engine rpm ratio when closed) seems to be a little harder though. Maybe thats just the black magic part every game gets it's uniqueness from?
Drivetrain math articles?
Tanuva
S2 licensed
Moin!

tl;dr: see bottom.

Currently I'm working on a small truck simulation game. Its not really about racing but more about getting it to work nicely...
Now I have a very simple drivetrain working that has kind of a gearbox and rigidly connected engine (no clutch and engine inertia, "instant" gear changes)

The next stage shall have an independently simulated engine that allows idle revving and therefore also some clutch usage. A better gearbox has almost become a side effect. On the input side I can obtain the wheels' rpm and an approximated torque induced into the drivetrain by the vehicle's movement. For force output, I can apply a torque to selected wheels.

tl;dr:
Since my knowledge seems a little limited here, I'm looking for some reading on the subject. Can you recommend articles or books especially concerning the drivetrain?
On one hand, I have looked into the university's lectures, but there its more about everything else (tyres, brakes, suspension, aerodynamics). On the other hand, everything I found on the web were really detailed engine simulation suites...
Tanuva
S2 licensed
Of course! I knew I read something about that in InSim.txt, but I couldn't refind it. Thank you!
Tanuva
S2 licensed
Hey!

First I have to praise Darktimes for his great work on PyInsim!

My actual problem:
I have a button:
InSim.SendP(self, Packet(ISP_BTN, ReqI=1, ClickID=cid, UCID=ucid,
BStyle=ISB_DARK | ISB_RIGHT,
W=cw, H=ch, T=cy, L=cx, Text=carbtntext))

[ReqI is the same for all my buttons since I dont know what it does...]

Now I added ISP_BTC to the list of packet handlers, but the handler doesnt get triggered once I click the button (in "show connections" mode to have a cursor).
What am I doing wrong?
Tanuva
S2 licensed
Yep, the ISF_LOCAL flag was the problem. Thanks!
Tanuva
S2 licensed
I'm fiddling round to get the button example from the thread's first page to work, but my button still only appears in singleplayer mode.
I changed the UCID to the actual player's one - didn't really help. Hints?

InSim.SendP(self, Packet(ISP_BTN, ReqI=1, ClickID=0, UCID=ucid,
BStyle=ISB_DARK, W=40, H=10, T=30, L=5, Text=speed))

Tanuva
S2 licensed
Quote from AndroidXP :Stupid question, but, why don't you use C# instead? Afaik, we even have libraries for that...
E: Or is your intention actually to learn C++?

You got it - I already have a working Experiment in C# (thanks to sdether for his great lib!), but since I'm using Linux now and would like to have a Qt4-GUI, C++ is the better choice. And I really need to learn cpp of course! (Not that I dont know the Mono project, but that isn't what I want.)

Quote from the_angry_angel :luaLFS is open source and has a lot of components that you'll want - you could rip it straight out and use it in your own project - it should also work cross platform. The downside is that it's C, not C++ which means that it's more objective-c (i.e. no objects in the C++ sense).

It is also little bit more complex than you might want for a beginner. I was planning on ripping it out and maintaining it separately and providing a link for the latest versions etc. If thats something you're interested in let me know.

Networking is probably not something you want to dig straight into if you're using C (or any of its derivatives) for the first time, until you've got to grips with pointers specifically.

So I hereby "let you know". That would be a good point to start off from, gotta take a look at your code when this cleaned version is finished. Maybe I should play around a bit with lua until then...
InSim and C++
Tanuva
S2 licensed
Im pretty new to C++ (but am quite experienced in Java/C#) and wanted to see if I could manage to get a working InSim connection. Nothing special yet, just a link. Can someone give me some hint where I could start off, eg. Cpp-Sockets or is there some IS-Lib for Cpp yet? (Didn't find one in here...)
Tanuva
S2 licensed
Supposed you mean your server by "room", you can set the welcome message in the welcome.txt in your dedicated server's directory. This speed limit might come from an enabled pit limiter, press 'L' outside the pits and your car will go like a rocket.
Linux: DFP >200°, any FFB?
Tanuva
S2 licensed
Im running Kubuntu Feisty since a long (define "long", ye?) time now and my friends called me to race a bit with them. I plugged in my DFP, started LFS (wine 0.9.39) and we had a lot of fun. But the wheel is being recognized as a Logitech Driving Force, without the "Pro" - naturally, because it's a PS2 wheel and there aren't any "official" drivers for PC. Maybe someone out there knows how to make my Driving Force become a "Pro", wants to say: Any ideas how to get more than 200° steering angle (right expression for this?)? Or are there any projects to get some FFB under Linux?

And a very annoying point: The wheel has some deadzone set internally, although I turned it off in LFS - how may I get rid of this?

Tell me your experiences!
Tanuva
S2 licensed
marco, you need to install the .NET Framework >= 2.0 to get the app running, the lack of the .NETfx causes the error message.
Tanuva
S2 licensed
Grml... I thought about adding a note that I checked the imp. suggestions log, but then didn't.

But that's my main suggestion, having different text for windows and plates. Just to prevent flamings.
Different text for number plates and rear windows
Tanuva
S2 licensed
When racing the more race-like cars (e.g. GTRs), there's always the normal number plate text on the rear windows, too. Now for people like me, who set real-life like number plates, this looks kinda silly. So what about having two different strings for each the number plates and the rear windows? Or even no number plates at all on the real race cars? What do you think about this?
Tanuva
S2 licensed
I think it was two days ago, racing around Aston Historic with a friend ... took the "hill-chicane" a little bit too fast... But I saved it, only the suspension got a little beat.
Tanuva
S2 licensed
modded one!

Nice avatar hankstar

LFS or RACE?
Tanuva
S2 licensed
That's, like robt said, the indicator for the hazard lights.
Tanuva
S2 licensed
or somewhere else not on the racing line but nearer to the "crash" location.
Tanuva
S2 licensed
I would say it's a 2 axle Joystick, or does it have a turnable stick (rudder) and a thrust control? in that case, ure right, in any other (and thats what i expect from an old joystick...) it should be a 2 axled one - one axle front/back (y+/y-) and one axle left/right (x+/x-).
Tanuva
S2 licensed
Atom! Heard about that some days ago... what's that? xD

hmm... a question... Dark Age of Camelot or Everquest?
Tanuva
S2 licensed
Quote from Blackout :eeeh, a gnome?

PS3 or Nintendo Wii

eehm.... KDE and gnome are Linux desktops
Tanuva
S2 licensed
PS3, M$ sucks!

Okay, last post for today.
KDE or gnome?
Tanuva
S2 licensed
Optical because it can't break eyes

I ask you or you ask me?
Tanuva
S2 licensed
And whats ur next question?
Okay, gonna post my own :P

Opel or Vauxhall?
Tanuva
S2 licensed
but cedega/linux doesnt have ffb
Tanuva
S2 licensed
Why is your opinion about drifting so important when you show us a very nice (!) pic?
FGED GREDG RDFGDR GSFDG