Thanks for the reply. Sorry about all the questions, I was kind of using the post as a notepad for a while.
Tires: The Euclidean geometry for the rotation calcs has smoke coming out of my ears already, I'll leave this alone for the moment
Cheers for the link though, it will be a big help.
Noises: Had a play around with the .wav and .aud files for the TL2, seems straightforward and works well. You mentioned position data baked into soundfiles, is that something similar to audio files like .wav with more data or simple sounds with midi data?
Controller calibration: An external app makes more sense, I was kind of wary about trying it. The last time I was doing anything with joysticks in linux it was nothing like as simple
Button delay: Will try and have a look at this soon.
Engine inertia: Had something unusual with this on a few cars but most noticeable with the green F1 car. In neutral it takes a few seconds for the engine to reach full revs but when the wheels loose traction in gear the engine reaches the rev limit in a fraction of a second, I'll try and figure this out along with the wheel inertia as they seem to share a lot of functions.
Wheel inertia: cardynamics.cpp@478, tried blanking it out and it made no difference, it was the ROTATIONALFRAME code I was looking for, cheers. Scared the crap out of me when I saw it though, thank god there is plenty of info on the net
"With a high setting it takes forever to accelerate. I'd expect a lower setting to make the brakes lock up more easily" That's what I was expecting too, like a little buzzy engine on an icy road compared with a big diesel on the same surface but it seems to effect the amount of grip available which I wouldn't expect. With the traction control on the grip seems the same regardless of the inertia setting, it could well be I'm barking up the wrong tree altogether and its something to do with the difference between static and sliding friction but even with a weightless transmission the torque shouldn't be able to overcome the grip at low throttle openings. Will burn a bit of grey matter on this one as something just doesn't seem right.
"inertia = mass * radius * radius * 0.5" Shouldn't there be a pi in there somewhere? Not gone into this yet but was thinking the majority of the weight will be in the tread of the tyre and the rim of the wheel, I was thinking about 60% of the weight at the wheel diameter as a rough guess but at the end of the day it doesn't do anything a separate inertia value can do.
Max compression velocity: I could have sworn it made a difference but just tried messing around with it and sure enough, it does nothing. Could just be something with the spring values as I backed everything of to about 30% of their original values with a C7 and it behaves just as I would expect. The FF seems to back this up, hit a curb with it and it launches its self off the track.
Thanks for the debug commands etc, they will come in useful
BTW, running this on 64bit gentoo with arch=a64 set, doubt it makes any difference but just in case...
Was watching a friend on vdrift yesterday and it reminded me how much of a big deal GTR and GTL where when they where released and vdrift isn't far behind that standard. nice one
cheers, Stan
EDIT: Found this:
http://gafferongames.com/game-physics/in...on-basics/
Wow, its all starting to make sense. Had a good laugh after seeing this one:
http://www.cs.ubc.ca/~rbridson/courses/5...-feb23.pdf
That's simplified?!?
EDIT2: Noticed your posts on the first link
I cannot get my head around his interpretation of inertia, he has it down as a constant value whereas I always understood inertia to be a variable and pretty much the same as velocity. ANOTHER EDIT: wikipedia set me straight, don't know what I was thinking
One of the links in the comments seems to be making sense of why the inertia value must be well above zero:
http://techhouse.brown.edu/~dmorris/proj...ummary.pdf
Quote:So for example, what would it mean for Ixx to be zero? It would mean that for a given torque, I
would get an infinite rotational acceleration around the x axis. Thatâs an important lesson. For
real objects, none of the diagonal elements in I can be zero, since we know thereâs no real object
where a tiny touch will set it spinning at an infinite rate.
Is that something along the right lines?
cheers