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Mosport turn 2 ramp.
10-13-2007, 04:52 PM,
#1
Mosport turn 2 ramp.
Anyone else notice there's a ramp in the middle of turn two at Mosport? Shows up with the AX2 and one other car I'm working on no one else has.
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10-13-2007, 06:30 PM,
#2
 
not me... just tested it. Where exactly shall it be?
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10-13-2007, 09:02 PM,
#3
 
As you approach the second turn, there's a stand to the right of the track, and you start to get a yellow/brown patch in the grass. Just past this, you get thrown into the air, even at 10 mph or so.
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10-14-2007, 05:50 AM,
#4
 
Not me... are you using opcode or gimpact? And the latest version of everything?

We really need display for forces
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10-14-2007, 08:26 AM,
#5
 
er. Using the same why to build everything on the mac that I've been using. The ramp wasn't there before.
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10-14-2007, 09:00 AM,
#6
 
Sorry, have no idea...
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10-14-2007, 11:44 AM,
#7
 
cotharyus Wrote:er. Using the same why to build everything on the mac that I've been using. The ramp wasn't there before.

Any chance you can identify the rev that made it appear?
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10-14-2007, 03:53 PM,
#8
 
Not really. Unfortunately, it's been a while since I checked that track out.
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10-14-2007, 05:26 PM,
#9
 
cotharyus Wrote:Not really. Unfortunately, it's been a while since I checked that track out.

can you do a binary search through the svn releases. pick a release ('svn up -r xxx') sufficiently back that it doesn't exhibit this behaviour and then try the midpoint going forwards/backwards depending on the testing.

--alex--
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10-14-2007, 05:32 PM,
#10
Re: Mosport turn 2 ramp.
cotharyus Wrote:Anyone else notice there's a ramp in the middle of turn two at Mosport? Shows up with the AX2 and one other car I'm working on no one else has.

indeed. there seems to be a slight bump on turn 1 as well, but when you hit turn 2 the car then just takes off. not nice.

--alex--
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10-14-2007, 05:42 PM,
#11
Re: Mosport turn 2 ramp.
alex25 Wrote:there seems to be a slight bump on turn 1 as well

i managed to get the car to take off on turn 1 as well. looks to me like this is a problem with the opende code (i am still using r1222 because latest svn is unusable with gimpact for me). i'll try tomorrow on my desktop (amd64) with opende compiled without gimpact to see if i get the same behaviour.

--alex--
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10-14-2007, 07:52 PM,
#12
 
joevenzon Wrote:Any chance you can identify the rev that made it appear?

vdrift r1844 works with ode with opcode. r1845 doesn't work with ode with gimpact. i can't get any releases newer than and including r1845 to work with ode compiled with opcode (the car just bounces around and i do have opcode set to 1 in SConstruct). anyway, the ramp issue has something to do with gimpact code.

--alex--
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10-14-2007, 09:29 PM,
#13
 
Have you tried using opcode but setting opcode to 0?

Anyway, ODE is being pretty annoying -- I'm getting really odd behavior with some other projects where I'm using it, too. Maybe this is a good reason to take a good hard look at using the bullet physics engine. The physics library interface is totally abstracted so switching shouldn't be that tough....
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10-14-2007, 09:39 PM,
#14
 
joevenzon Wrote:Have you tried using opcode but setting opcode to 0?

it doesn't make a difference, the car still bounces around. it is like opcode option has no effect. very strange.

--alex--
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10-14-2007, 09:56 PM,
#15
 
alex25 Wrote:it doesn't make a difference, the car still bounces around. it is like opcode option has no effect. very strange.

it actually didn't get used because the opcode test was inside the NLS test which i disabled. i hate it when this happens.

i've committed a fix to SConstruct.

--alex--
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