01-17-2012, 12:41 PM,
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NaN
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New sim code
I've pushed new simulation code into logzero/vdrift and broke a bunch of things. Consider this fork and the accompanying vdrift-data-dev as experimental till the regressions are fixed.
The new code models all components(engine, clutch, diff, brake, tire, suspension) as constraints and tries to solve them(iteratively a la bullet).
Features:
- More accurate simulation.
- Configurable driveline (2-n wheels, 0-m differentials).
Regressions:
- Simple hinge suspension geometry(camber effects disabled, anti-roll not implemented).
- Due to car config, suspension changes some cars might be broken.
- TCS/ABS not-implemented/broken.
- Tire squeal not-implemented/broken.
- Replay not-implemented/broken.
- AI most probably broken, not tested.
- And maybe some more...
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02-13-2012, 09:59 AM,
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NaN
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I've ported the driveline code into vdrift master(suspension and tire code unchanged). Not committed yet.
Here is a simulation check pic:
In detail explanation:
The loads are the power in kW applied by the component. We have 576kW engine output(full throttle) and -553kW load from clutch, thus 23kW are accelerating the crankshaft(inertia 0.1kgm2).
The differential applies a load of -543kW on the driveshaft, 553 - 543kW = 10kW are accelerating the driveshaft(inertia = 0.25kgm2).
We have 2 * 271kW applied to the rear wheels. The rear tires are generating 2 * 260kW grip. 11kW are accelerating the rear wheel(inertia about 5kgm2), which corresponds to the 10kW front wheel acceleration load.
2 * 260kW - 2 * 10kW front wheels = 500kW of the 576kW are accelerating the car. The interesting part about the code is that component efficiency(transmission, differential) can be added rather easily to have a more realistic model.
The problem is. The cars behave different, are harder to drive(with keyboard at least). You have to be cautious with the F1-02 in the first gear with TCS enabled. On the positive side the brakes behave much better(brake distance about 50-70%). I've been thinking about some simple stability control and changes to the traction control. One could also try to tune F1-02 parameters(tires, wheels) to get the old behavior.
All in all it means the new code will affect car handling. Any suggestions how to proceed, it is a game and not a (hardcore)simulation after all?
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08-06-2012, 06:44 AM,
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NaN
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I've merged the fork into sim branch with the target ship it with the next release.
For the brave who want to give it a try. Use branches/vdrift-data-dev. A bunch of things are broken atm, will be fixed:
- You are driving on the track mesh(not on the road patches), it might feel a bit rough
- Recently added cars are not converted yet, will fail to load.
- Anti-roll bars, ABS, TCS are missing.
- A lot of cars need adjustments to suspension, center of mass, brakes (after anti-roll bars are back).
- Replays won't work.
- AI will most probably not work(road patches).
- And some more minor stuff like clutch, shift logic need tuning.
Anyway, a few cars are doing quite well already 360, XS, LE(needs anti-roll bars and maybe lower center of mass though).
I rewrote tire squeal estimation to use tire thermal load(from friction) and ideal slip fraction. This allows to drive decently without ABS using keyboard. So listen to your tires. :wink:
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08-09-2012, 02:25 PM,
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berzingue
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Posts: 103
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Sorry, can you publish a link to download the complete last version of Vdrift ? stable version ?? thanks a lot !
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08-10-2012, 04:21 AM,
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NaN
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I've uploaded a fresh build (vdrift-2012-08-10.exe) if you are using svn(tortoisesvn) to get latest data:
https://sourceforge.net/projects/vdrift/...%20builds/
If you are running the latest release, link to complete dataset(> 3GB):
http://vdrift.svn.sourceforge.net/viewvc.../?view=tar
I'd prefer svn, much easier to keep up to date.
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08-10-2012, 09:56 AM,
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berzingue
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Posts: 103
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Sorry to come with more problems again...I'd tied to update with SVN, here are messages errors :
Also, I'd tried to create an account on sourceforge (3 times, 3 differents accounts), but impossible to receive passwords to connect. And impossible to commit...
Any idea ?
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08-10-2012, 10:04 AM,
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NaN
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Posts: 2,024
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OK, https://sourceforge.net/projects/vdrift/...%20builds/ contains the latest builds(packed with 7zip). Open the link in a browser and download vdrift-2012-08-10.exe. Extract it.
Create a data directory inside the extracted vdrift folder. Then checkout data from https://vdrift.svn.sourceforge.net/svnro...drift-data
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08-10-2012, 11:02 AM,
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berzingue
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Posts: 103
Threads: 13
Joined: Aug 2010
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Ok thanks !
sorry for longtime without contribution...i'm actually working on a Jetfighter simulator project ( http://www.digital-fighters.net/site/), but I'd like to modelise cars and tracks again...I have to remember how all works here...
so !
- account on sourceforge is ok (you was right : anti-spam. Damn !).
- Vdrift 2012-07-22 download is ok, the game is ok. I have to say you made a really good job with shaders, opponents, menu...wow !)
- Problem : I've overwritted 2012-07-22 files with 2012-08-10 files : Vdrift can't launch...
- Download datas with SVN works good !
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08-10-2012, 02:38 PM,
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berzingue
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Posts: 103
Threads: 13
Joined: Aug 2010
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Ooops, Wackersdorf doesn't load, can't drive on it !
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