Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Track updates needed...
12-15-2006, 04:12 AM,
#31
 
I've updated both Spa and Weekend Drive to have correct patch sequence. Start location of these 2 tracks are also updated to somewhere on the track.
Reply
12-15-2006, 03:08 PM,
#32
 
rookie1, could you explain me how did you do to correct the proplem?
Which sw do you have used etc.

Thanks.
pwp71
Reply
12-16-2006, 12:18 AM,
#33
 
Nothing fancy. Just tac and vi. 'tac' is a utility to reverse all the lines in a file. After that, I just use vi to put the number of roads, number of patches back to the correct place in the file. I assume you know the format of roads.trk?
Reply
12-16-2006, 07:18 AM,
#34
 
More or less I've understood, but if you could explain me is better.

Thanks in advance. Smile
pwp71
Reply
12-17-2006, 11:11 AM,
#35
 
Great work on the tracks so far guys. I would like to get one other thing going with the track updates - that is, anywhere you drive a car around a track, and hit a "bump" that simply shouldn't be there - needs very badly to be fixed with the addition of the F1 car. The bumps there that are only annoying in other cars, are game enders in the F1 car - they will throw you right off the edge of the simulation world.
_____
Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
http://cotharyus.net
Reply
12-17-2006, 02:44 PM,
#36
 
One note: the bumps might be due to bugs in the bezier patch collision code in some cases. If we find areas that consistently have bumps and can verify it's not a problem with the track files, I'll take another look at the collision code.
Reply
12-17-2006, 11:11 PM,
#37
 
To pwp71,

Format of roads.trk,

1st line is the number of roads in this track

2nd line is the total count of bezier patches for a road

following lines are the control point coordinates of the patches, 16 points form 1 bezier patch.

If there are multiple roads within 1 track, the total count and control point coordinates will repeat.

I hope this makes sense to you.
Reply
12-19-2006, 08:29 PM,
#38
 
Thanks, rookie1. Smile
I saw all roads.trk, but I have some questions:

some of these seems strange to me like
- Lagunaseca 7 roads 605bp ( is not correct 757 where is my fault?)

not correct like:
- Monza 3 roads 20 bp

- Monaco seems ok, right?

How can count roads? Should be consecutive (first piece of road, second... )? or bp are mixed? .also in .trk
In case of more then one road there is main road and the others?
When I use track-edit how can recognize more than one road?

Thanks in advance.

pwp71.

O.T. AI use road to calculate its trajectory?
bezier patches = bp
Reply
12-20-2006, 06:52 AM,
#39
 
For lagunaseca, 605 is the total number of patches for the 1st road. If you go through the entire file, you will see there are total 7 roads in this track,

1st - 605
2nd - 43
3rd - 34
4th - 25
5th - 12
6th - 26
7th - 12

So the total number of patches for the entire track is 757, which is correct.

I think currently there is no way to see which patch belong to which road in track editor.

AI calculates the steering direction base on the current bezier patch it's on and the subsequent patches. It does not have concept of roads. If it's on the last patch of a road, it will just drive straight ahead.
Reply
12-20-2006, 03:08 PM,
#40
 
ok thank you very much for the moment. Smile
I didn't see very well in the middle of the file.

pwp71
Reply
12-21-2006, 08:56 AM,
#41
 
From what I can see the only remaining two that need to be fixed for bumpiness/friction are nuerburgring and spa. Anybody want to work on getting those fixed?

Also I guess it would make sense to get at least 8 starting positions defined for each track.
Reply
01-03-2007, 10:28 AM,
#42
 
Happy New Year Smile

I'm working on SPA.

pwp71
Reply
01-05-2007, 10:29 AM,
#43
 
Spa track coefficients updated (r1460).
As soon as possible I'll update also 8 starting positions.

pwp71
Reply
01-05-2007, 01:39 PM,
#44
 
pwp71 Wrote:I sent in the mailing-list list.txt of Monza and Lagunaseca.

are you sure the coefficients are right for monza? i just took a quick look today at list.txt and the road segments seem to have very high bumpiness and friction coefficients (for example):

Code:
track03.dof-01.joe
road.bmp.png
1
0
0
0
2.0
0.03
0
1
0.6
0.9
5.0
20.0

i might be wrong, but maybe somebody else should take a look. thanks.

--alex--
Reply
01-05-2007, 01:50 PM,
#45
 
alex25 Wrote:are you sure the coefficients are right for monza?

having taken a look at spa i see the same bumpiness and high rolling drag for the actual track. the tracks i committed have 0 bumpiness and 0 rolling drag (this is the track not the side roads). at the same time your curbs have the same kind of bumpiness as the roads but no rolling drag. this is not consistent. i would expect the curbs to be bumpier than the road and if anything have more drag.

--alex--
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)