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Full Version: turbo speed 23451698442 LOL
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I have ubuntu Edgy Eft, vdrift new (2006-10-06), nvidia.
http://smalu.info/pub/vd.ogg [ogg Theora video]
This is not hard to do...just drive off the edge of any track...or hit something just the right way so that you go flying off into space.
Thinking about this there are some possible ways to prevent it. In your video you fly through the trees and off the track, maybe we should make at least the tree trunks/branches collidable. This would stop the car in many cases. Also, I can make the game throw an error if the speed goes above a realistic maximum. It seems that the top speed for F1 cars is about 210 MPH (a little less than 340 km/h). So I guess maybe if the car gets to 350 km/h the simulation should be stopped.
Alright now if the car exceeds 250 km/h the game throws an error and aborts. I can't get any of our cars to go that fast on the road down a hill, so I think it's OK, but I may adjust the value up later...this is in the latest SVN (r1335) and will be included in the next release.

edit: at Joe's request this has been adjusted up to 600 km/h.
The G4 can reach 277 km/h on the ring, I don't remember my max speed but I've reached 277 km/h.
Te real G4 should reach 320km/h
600Km/h is right, cars have already exceded 550Km/hâ¦
But when I fall, I'm never over 800km/h because of the airâ¦
You speed is quite strange : 23451698442 can't be because you felt
let's say v=g*t
v=9,81*(60*2+39+0,384)*3,6= 5628,80534 Km/h
I'm not much on mph/km conversions, but I've had the z06 up to 180mph on the straight a lemans - might want to make sure that won't throw an error.
600 km/h is about the same as 350 MPH.

smalu: enjoy flying in this version...next one won't have it
OK testing this a little more...
I've found the error message does not come up at all many times when the "error speed" is set to 600 km/h. Apparently the car bounces around on something at the bottom and doesn't make it that fast. Then the car just bounces around indefinitely.

Testing all our fastest cars on Laguna Seca, I have successfuly gotten them up to their top max speeds. None of them go over 280 km/h. I think setting the "error speed" to 300 km/h would be fine, obviously 250 was too low, but 600 km/h just doesn't work for detecting the error.

If we had a function to test if the car is above the track model, then we wouldn't need the "error speed" anyway and could stop worrying about what speed to set it to. Think you could write one Joe? I don't know where to start.
thelusiv Wrote:OK testing this a little more...
I've found the error message does not come up at all many times when the "error speed" is set to 600 km/h. Apparently the car bounces around on something at the bottom and doesn't make it that fast. Then the car just bounces around indefinitely.

Testing all our fastest cars on Laguna Seca, I have successfuly gotten them up to their top max speeds. None of them go over 280 km/h. I think setting the "error speed" to 300 km/h would be fine, obviously 250 was too low, but 600 km/h just doesn't work for detecting the error.

If we had a function to test if the car is above the track model, then we wouldn't need the "error speed" anyway and could stop worrying about what speed to set it to. Think you could write one Joe? I don't know where to start.

on nuerburgring_nordschleife, with the new settings of the G4, I've already reached 300 km/h(it's way too slow as the real speed should be 320)
450 is OK for me(for the limit).
I think it's silly we have this at all, so my vote is to keep it at 600 km/h. It makes sense to have it throw an error when it detects NaNs in the car's position, because that hangs the game, but why throw an error because the car is going super fast? If you drive off the track, it's easy to just hit escape and restart the track. If we really want to throw an error when the car is off of the track, I can add this in (keep bugging me about it), but in the mean time let's either put the "speed limit" at 600 or remove it.
I think it makes sense to check to see if the car's off the track, but I agree this is not the best way to test for it. The high speed is just a side effect of being off the track, and there is no real way to make sure that high speed is really indicative of an error. So I guess we should do it the way you talked about before Joe, cast a ray down from the car and see if it hits the model. That would be way better, because it would detect the error immediately, not eventually.
I've changed my mind on whether or not I think that's a good way to do it, since it may cause false errors if the track is poorly constructed... how about just seeing if the car is inside the bounding box of the track (plus some pad)?
Hmmm, that method would be fine too, but we'd have to make sure the tracks have a center where the car does not fall through, as many of our tracks do now...
well, in that case you'd eventually end up below the bounding box
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