joevenzon Wrote:Nope, no wheel/body collision checks are done. Of course if the wheels are positioned too high the car can "high center" which ends up looking like the car is jittering very fast.
OK I think that's what happened before.
I have the basic model all finished now, although some parts could do with reworking. Just have the horror of UV mapping and textures to sort now (the Viper has lots of overlapping bodywork). Is it possible for the body to be made of several parts, UV Map each part to the same texture, then select all the meshes require to make the JOE file? It would save me joining the mesh, meaning remodelling bits at a later date is much easier. I also have the interior to do but that can wait for now.
I've got to do the car file but this should be pretty simple, since I have all the parameters direct from the car. Tyre constants could still pose a problem but, knowing the other parameters are correct, this will form a good test for the tyre model.
Have their been any major physics engine changes since the Linux binary release on the website (Feb '07)? It feels like the TCS and clutch code has been altered. I modified the FF car file with F3 type parameters (again, direct from the car) and it actually felt pretty good in the Feb '07 version. I had to exaggerate the downforce a little but nothing else. In the SVN version, the car has a bucket load of understeer. I think it's related to keyboard input though as tapping the steer button seems to keeps the car more balanced. I'll have to order a new wheel to check.
Is data acquisition being implemented? The AIM Sports (Google it) file format is pretty open and their Race Studio analysis software is free. I could look at coding it but I've only ever programmed C/C++ on an embedded platform and have only programmed applications on Windows so would need to get up to speed. Some form of data acquisition in VDrift would allow direct comparison with real world data and is a great way to confirm downforce, grip and drag settings.
Regards,
Dave