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From: Eric E. <eri...@fr...> - 2005-02-25 19:17:10
|
Christos Dimitrakakis wrote:
>>- If I modify the body's texture I have a transparency but I see
>>(through the window) only the other side of the body (not the floor, the
>>wheel, etc....).
>>
>
>
> Maybe you can take a look at the pw- wrc models. They are the only
> ones that have transparencies correct, I think. Normally one would
> like to have the view from inside looking out to be completely
> transparent.
>
> IIRC the pw models are split in two parts: the body, and the
> floor+wheel+dashboard. Hopefully by looking at the attributes of the
> faces you can discern how to do it.
>
The windows objects have to be named "WIxxx" so they will be rendered
in a second pass in PLIB (transparency flag set).
cars sorting is done to display the farther first and
have a correct rendering of the ttransparency.
Eric.
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS - http://torcs.org
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
How soon is soon ? (RaceBlizter)
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: Christos D. <dim...@id...> - 2005-02-25 16:13:31
|
> Hi Christophe > > > I can't find it, but we can use the sound of an overboosted Nissan Skyline ??? > > (a V.6 3.5L bi-turbo 700hp !!!) > > > > Christos, I'll send you a link to download my sounds > > Please make sure that the sounds are compatible with our licenses > (either Free Art License or GPL). > > Thank you, bye, > If there are copyright issues I can build a model of the sound from the sample and then create a .wav using the model. I imagine that a lot of samples that can be found on the web are practically free, but: a) few of them have an explicit permission attached, b) most of them are not suitable for the game. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: Christophe B. <cba...@eu...> - 2005-02-25 10:45:00
|
Le vendredi 25 F=E9vrier 2005 08:55, Bernhard Wymann a =E9crit : > Then we cannot use those sounds in TORCS, its that simple... OK. I think I'll find easily some people to record the peugeot V6, the alfa V6 = and=20 the VW flat-four. =46or the others it'll be more difficult... Regards, =2D-=20 Christophe BAEGERT cba...@eu... |
|
From: Bernhard W. <be...@bl...> - 2005-02-25 07:56:13
|
Hi Christophe >>Please make sure that the sounds are compatible with our licenses >>(either Free Art License or GPL). > > > I'm stupid... I thought that theses files were not covered by the copyright > laws, since there's no real "creation". But they are... Of course there is... its called recording;-) In fact humans never create something, we just reorganize matter and energy state, thats about it;-) > In fact, this is almost impossible... It let only one solution : record it > ourself... And it's quite hard to find a Maserati Ghibli, an Iso Grifo or a > XJ220... > > I'm sure I can have the agreement for a lot of sounds. But how can I make sure > than the perso who agrees is the real producer of the sound or have the > rights on the file ? Is is OK if I don't verify it (since I have absolutely > no way to do it) ? Then we cannot use those sounds in TORCS, its that simple... Bye, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb |
|
From: Christophe B. <cba...@eu...> - 2005-02-25 07:38:46
|
Hello, Le jeudi 24 F=E9vrier 2005 22:40, Bernhard Wymann a =E9crit : > Please make sure that the sounds are compatible with our licenses > (either Free Art License or GPL). I'm stupid... I thought that theses files were not covered by the copyright= =20 laws, since there's no real "creation". But they are... In fact, this is almost impossible... It let only one solution : record it= =20 ourself... And it's quite hard to find a Maserati Ghibli, an Iso Grifo or = a=20 XJ220... I'm sure I can have the agreement for a lot of sounds. But how can I make s= ure=20 than the perso who agrees is the real producer of the sound or have the=20 rights on the file ? Is is OK if I don't verify it (since I have absolutely= =20 no way to do it) ? Regards, =2D-=20 Christophe BAEGERT cba...@eu... |
|
From: Bernhard W. <be...@bl...> - 2005-02-24 21:40:58
|
Hi Christophe > I can't find it, but we can use the sound of an overboosted Nissan Skyline ??? > (a V.6 3.5L bi-turbo 700hp !!!) > > Christos, I'll send you a link to download my sounds Please make sure that the sounds are compatible with our licenses (either Free Art License or GPL). Thank you, bye, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb |
|
From: Christophe B. <cba...@eu...> - 2005-02-24 21:26:47
|
Hello, Le mercredi 23 F=E9vrier 2005 20:18, Christophe Baegert a =E9crit : > Le mercredi 23 F=E9vrier 2005 18:30, Christos Dimitrakakis a =E9crit : > > Maybe you can > > help by posting a list of all cars without special engine sounds and > > their associated engine type? > > Of course : > My suggestions : > 155DTM : V6 2.5 I got it ! > 360 modena : V8 3.7 I got it ! > acura v6 3.2 OK (i got it as well) > baja bug : flat 4 1.3 > buggy : flat 4 1.3 I've found a sound ! > nascar : v8 chevrolet 5.7 now it's a ford, but I've got some wavs of corvettes with the chevy 5.7 V8 = !!!=20 > clk dtm : v8 4.0 i have a SL55 sound (V8 5.5). > gt40 concept : v8 ford 5.4 we can keep our ford v8 (is it really a V8 ???) I found the sound of a quale mangusta, it's a modern ford V8, and it sounds= =20 really better than this one > 2000gt : v6 2.0 I'd suggest nsx...=20 > 5300gt : v8 chevrolet 5.4 chevy... > alpine a110 : L4 1600cm3 I'll have that one in may (currently the car is not functional...) > alfa tz2 : L4 1600cm3 Any italian L4 sound would we ok... (fiat, lancia, alfa), their sounds are= =20 very similar (excepted alfa boxers). But I didn't find it. > bigh : L6 2.9 don't have that one, but I found an english L6 (the engine of the TVR Cerbe= ra=20 4.0, but it's a modern engine...) > ac cobra: v8 ford 4.7 ford v8 (i have the mp3 of an old v8 ford, in the "de tomaso pantera gts") > opel conrero : L6 2.3 or L4 1.9 don't know how it sound, we could use the L6 of the TVR ? but it's not a rare engine, a lot of big old opels use it (rekord,=20 commodore...) > corvette : v8 chevrolet 5.7 I have it ! > ferrari daytona : v12 4.4 I have it ! > db4z: L6 3.6 we could use the tvr sound > dbs: V8 4.3 I found a V12 Aston martin, but not a V8. We'd better use a TVR V8 (Griffit= h=20 or Cerbera) > dino V6 2.4 dont have that one....=20 > ghibli: V8 4.7 I only found mp3s of the new ghibli... I > giulieta : L4 1.3 like alfa tz2 > grifo: V8 chevrolet 7L I have it > gt40: V8 ford 4.2 I have it > ferrari 250 GTO: V12 3L I have it ! > ferrari 330 P4 : V12 4L We can use the 250 GTO engine. Better than nothing. > lotus gt1 : V8 3.5 already OK > mclaren f1 : V12 BMW 6L already OK > peugeot 406 : V6 3L I have the sound of the xantia activa, it's the same engine > porsche gt1 : flat 6 3.2L twin turbo I have the gt2, it's an evolution of this engine. > porsche gt3 rs : flat 6 3.6L I have it ! > 206 wrc: L4 2L turbo already OK > 306 maxi : L4 2L turbo we can take the 206 one > corolla wrc : L4 2L turbo already OK > mitsubishi : L4 2L turbo already OK > focuswrc : L4 2L turbo already OK > impreza : boxer 4 2L turbo already OK > f1 : v10 3.5L already OK > viper : v10 6.7L already OK > vm x2 : unknown ?? > vm x4 : unknown ?? > xj 220 : V6 3.5L twin turbo I can't find it, but we can use the sound of an overboosted Nissan Skyline = ???=20 (a V.6 3.5L bi-turbo 700hp !!!) Christos, I'll send you a link to download my sounds Regards, =2D-=20 Christophe Baegert |
|
From: Christos D. <dim...@id...> - 2005-02-24 13:31:12
|
I think that the sand bug is visible at this location: e-track-6, the sand on the left side of the track after the bridge. If a car enters the sand, it appears that there is a force that pulls it to the left. This happens with both simuv2 and simuv3. I am not sure what the origin of that force is.. perhaps the normal of the segment is wrong?? I know that there are some segments on the side whose normals and height is not computed properly when the main track is not flat. A case I noticed before was curbs on the right side when the track was tilted to the left. It has been somewhat fixed by bernhard since I discovered this problem but it seems to be still not working properly. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: Christos D. <dim...@id...> - 2005-02-24 13:15:58
|
> - If I modify the body's texture I have a transparency but I see > (through the window) only the other side of the body (not the floor, the > wheel, etc....). > Maybe you can take a look at the pw- wrc models. They are the only ones that have transparencies correct, I think. Normally one would like to have the view from inside looking out to be completely transparent. IIRC the pw models are split in two parts: the body, and the floor+wheel+dashboard. Hopefully by looking at the attributes of the faces you can discern how to do it. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: SpeedyChonChon <spe...@fr...> - 2005-02-24 00:05:13
|
Bernhard Wymann a =E9crit : > Hi SpeedyChonChon > > > You do not need to -> Free Art License. > > > Of course, see below. > > > That comes from "back-face culling" I guess. You need to model the=20 > inside of the car as well... please do not use 2-sided triangles=20 > whenever another solution is possible (otherwise you get eventually=20 > z-buffer racing, depending on hardware bad performance, weird=20 > lighting, you can see the effect very well on the p206, it looks=20 > horrible sometimes if you take camera F9 and zoom out). > > To make transparent windows work cleanly without z-buffer artefacts=20 > you need to create geometry for the windows which are covered entirely=20 > with (mostly) transparent texels, have a look at all the other cars=20 > with windows (perhaps there are additional hints in the nfs2torcs howto= ). > > If you need a driver and seats I can mail them to you (created by=20 > Olaf, Free Art License). > > Bye, Bernhard. > Hi Bernhard Thank for your fast answer. I will look at these tomorow. I want well a=20 driver. ;-) Bye --=20 SpeedyChonChon ---------------------------------------------------------- AIM : /SpeedyChonChon/ ICQ : /302814595/ MSN : /ab...@ho.../ http://speedy.chonchon.free.fr ---------------------------------------------------------- |
|
From: Bernhard W. <be...@bl...> - 2005-02-24 00:02:05
|
Hi SpeedyChonChon > I work on the CLK-DTM in order to add an inside. (see my website on > Torcs pages ;-) ) (for the moment, just for me because I have not ask > the author). I would like use a second texture for the "cockpit" You do not need to -> Free Art License. > (cockpit + chair + driver + etc). So I need to separate the objects but > I have problems with transparency of the body. > - If I delete the verticices of the windows the result is correct but we > can't color them and it's not precise. Of course, see below. > - If I modify the body's texture I have a transparency but I see > (through the window) only the other side of the body (not the floor, the > wheel, etc....). That comes from "back-face culling" I guess. You need to model the inside of the car as well... please do not use 2-sided triangles whenever another solution is possible (otherwise you get eventually z-buffer racing, depending on hardware bad performance, weird lighting, you can see the effect very well on the p206, it looks horrible sometimes if you take camera F9 and zoom out). > > Can you do something for me ? To make transparent windows work cleanly without z-buffer artefacts you need to create geometry for the windows which are covered entirely with (mostly) transparent texels, have a look at all the other cars with windows (perhaps there are additional hints in the nfs2torcs howto). If you need a driver and seats I can mail them to you (created by Olaf, Free Art License). Bye, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb |
|
From: SpeedyChonChon <spe...@fr...> - 2005-02-23 23:11:32
|
Hello. I work on the CLK-DTM in order to add an inside. (see my website on Torcs pages ;-) ) (for the moment, just for me because I have not ask the author). I would like use a second texture for the "cockpit" (cockpit + chair + driver + etc). So I need to separate the objects but I have problems with transparency of the body. - If I delete the verticices of the windows the result is correct but we can't color them and it's not precise. - If I modify the body's texture I have a transparency but I see (through the window) only the other side of the body (not the floor, the wheel, etc....). Can you do something for me ? Bye -- SpeedyChonChon ---------------------------------------------------------- AIM : /SpeedyChonChon/ ICQ : /302814595/ MSN : /ab...@ho.../ http://speedy.chonchon.free.fr ---------------------------------------------------------- |
|
From: Christophe B. <cba...@eu...> - 2005-02-23 19:19:06
|
Le mercredi 23 F=E9vrier 2005 18:30, Christos Dimitrakakis a =E9crit : > Maybe you can > help by posting a list of all cars without special engine sounds and > their associated engine type? Of course : 155DTM : V6 2.5 360 modena : V8 3.7 acura v6 3.2 baja bug : flat 4 1.3 buggy : flat 4 1.3 nascar : v8 chevrolet 5.7 clk dtm : v8 4.0 gt40 concept : v8 ford 5.4 2000gt : v6 2.0 5300gt : v8 chevrolet 5.4 alpine a110 : L4 1600cm3 alfa tz2 : L4 1600cm3 bigh : L6 2.9 ac cobra: v8 ford 4.7 opel conrero : L6 2.3 or L4 1.9 corvette : v8 chevrolet 5.7 ferrari daytona : v12 4.4 db4z: L6 3.6 dbs: V8 4.3 dino V6 2.4 ghibli: V8 4.7 giulieta : L4 1.3 grifo: V8 chevrolet 7L gt40: V8 ford 4.2 ferrari 250 GTO: V12 3L ferrari 330 P4 : V12 4L lotus gt1 : V8 3.5 mclaren f1 : V12 BMW 6L peugeot 406 : V6 3L porsche gt1 : flat 6 3.2L twin turbo porsche gt3 rs : flat 6 3.6L 206 wrc: L4 2L turbo 306 maxi : L4 2L turbo corolla wrc : L4 2L turbo mitsubishi : L4 2L turbo focuswrc : L4 2L turbo impreza : boxer 4 2L turbo f1 : v10 3.5L viper : v10 6.7L vm x2 : unknown ?? vm x4 : unknown ?? xj 220 : V6 3.5L twin turbo Regards, =2D-=20 Christophe Baegert |
|
From: Christos D. <dim...@id...> - 2005-02-23 18:19:14
|
> sorry but ... when I asked you how to record an engine sound, I forgot to ask > where the microphone should be located ? inside the car ? near the engine ? > outside ? > For an overall balanced sound, it is best inside the car, with the window open. That achieves a good mix between sitting inside and outside the car. With special filters one can mapipulate the sound so that it is different depending on position. Particularly interesting is the ability to have a model for the exhaust. Currently there is only one sound used for each car. If it is not a hassle then it'd be a good idea to additionally record a) near the engine, b) near the exhaust, and maybe even c) some distance away from the car. This way, if we want to make the sound a bit more sophisticated in the future, we'll already have the sounds necessary. I am not sure they will ever be needed, though, as I might go the filtering route. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: Christophe B. <cba...@eu...> - 2005-02-23 18:07:55
|
Le mercredi 23 F=E9vrier 2005 18:53, Christos Dimitrakakis a =E9crit : > The F360, F1, CLKDTM, 155-DTM, Viper cars have been udpated with new > sounds. The CLK and Viper sounds are dominated by the exhaust, > so they sound better on driveby cams than in internal cams. sorry but ... when I asked you how to record an engine sound, I forgot to a= sk=20 where the microphone should be located ? inside the car ? near the engine ?= =20 outside ? Regards, =2D-=20 Christophe Baegert |
|
From: Christos D. <dim...@id...> - 2005-02-23 17:53:23
|
The F360, F1, CLKDTM, 155-DTM, Viper cars have been udpated with new sounds. The CLK and Viper sounds are dominated by the exhaust, so they sound better on driveby cams than in internal cams. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: Christos D. <dim...@id...> - 2005-02-23 17:30:22
|
> > - Added a distance-based filter for the engine sound. This makes it > > slightly more realistic. > > About realistic sound... I saw that the Porsche GT1 uses the sound > 944.wav.... > > I think we should better use the motor sound of the same type than the sound > of the same maker (generally, not only for this model) : the GT1 has a flat-6 > and the 944 is a big L4... > I am afraid I have no idea how motors with different n of cylinders sound :( > the turbo). Maybe it's possible to add a generic turbo sound to a naturally > aspired motor noise ? (by example porsche_engine.wav + turbo.wav would > certainly be better for the GT1 than 944.wav.. (Funnily enough, porsche_engine.wav is an electric motor) If you think you can help that, it'll be cool. The V4/6/8/10/12 sounds, we can make if we find an appropriate sound. Maybe you can help by posting a list of all cars without special engine sounds and their associated engine type? With respect to the turbo, we need to know at least which engines have turbo. Note that currently the simulation does not include turbo (which would be probably implemented as 'turbo lag'). About the turbo sound itself.. The turbo is usually audible only inside the car, right? In cars passing at high speed, you only hear the engine and the exhaust usually right? (particularly the exhaust I think). I was thinking of making it at a level similar to the axle noise. (which might already be a bit too loud, I think). -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: Christophe B. <cba...@eu...> - 2005-02-23 16:50:37
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Hello, Le mercredi 23 F=E9vrier 2005 17:17, Christos Dimitrakakis a =E9crit : > - Added a distance-based filter for the engine sound. This makes it > slightly more realistic. About realistic sound... I saw that the Porsche GT1 uses the sound 944.wav.= =2E..=20 I think we should better use the motor sound of the same type than the soun= d=20 of the same maker (generally, not only for this model) : the GT1 has a flat= =2D6=20 and the 944 is a big L4... =46or each V6, if we don't have the good sound, we should use the sound of = an=20 another V6 (or a L6), even for historical models. Idem for L4, V8, V10, V12. The flat engines are particular, so we should distinguish between V&Ln and= =20 =46lat-n engines... Turbocharged and naturally aspirated motors are differe= nt=20 as well (the first is a bit muffled and normally we can hear the whistle of= =20 the turbo). Maybe it's possible to add a generic turbo sound to a naturally= =20 aspired motor noise ? (by example porsche_engine.wav + turbo.wav would=20 certainly be better for the GT1 than 944.wav...) Regards, =2D-=20 Christophe BAEGERT cba...@eu... |
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From: Christos D. <dim...@id...> - 2005-02-23 16:17:31
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- Fixed a tiny bug with the gear changing sound (some times that an opponent passed you, a gear changing sound was heard even if it should not). - Added a distance-based filter for the engine sound. This makes it slightly more realistic. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
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From: Christos D. <dim...@id...> - 2005-02-23 16:14:25
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(A set of fixes backported from simuv3) wheel.cpp: Properly updating wheel slip export (for sound) transmission.cpp: Moved differential->in.I and differential->outAxis[]->I updates out of if() clauses in SimGearboxUpdate(). This fixes the 'drivertrain-inertia-smaller-with- gear-engaged-than-without' bug. engine.cpp|h : Added engine exhaust pressure calculation and exporting carElt->smoke variable. This enables the backfiring sound. sim.h : Added inline urandom() which is used occasionally in simu. Perhaps urandom() should become globally available? I tested transmission change in particular, for seeing whether it makes any difference with robots. It does not seem to. I don't know if this would also fix the bug that bernhard mentioned with getting stuck in the sand or not. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
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From: Jim C. <jc...@di...> - 2005-02-22 17:33:09
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I'm kicking around the idea of adding an RPC interface for robot control of the cars, with the intent of distributing the race across a LAN of participating computers. There are obvious issues with this, primarily network latencies, but I think even discussing it could open up new insights. I havent yet properly studied the code, so this is all somewhat premature, Im hoping to find out whether this is just madness before I invest lots of time. (or conversely if anyone else is thinking quietly about it) . registration interface, protocol. cars connect to race-manager socket, identify themselves, send various checksums of track, cars, etc, so that race-manager can verify that all competitors are racing under same assumptions, track, data, etc... . simulation, event loop vastly oversimplifying (probably), the simulator invokes robot callbacks, supplies situation data, and expects control vector back. This is qualitatively the only coupling between racers (the situation data carries "full" knowledge of competitors positions, so no other data is needed - crossing process boundaries should prove this). . rendering, video obviously want each competitor/team-owner to be able to watch the race. This suggests that all participating computers are executing the 'same' simulation, but Im not sure such a viewpoint can clarify whats needed. Nonetheless, it would be cool to have 6 displays side by side, each dedicated to its driver's view. Would be entertaining to watch, even without a steering wheel. . should work on single box. using shared memory for the RPC, should have nearly no slowdown. Im assuming that 1 shmem segment will hold 2 arrays; 1 of situation vectors, 1 of robot responses, and each robot (via proper RPC abstraction) will stay out of others data. . round-robin simulation. presumably the current approach is to invoke each racer-robot in a loop, then update everones situation vectors and repeat, until race is finished.. IIUC, RARS stipulated that robots should not chew up all the cpu, but did not enforce this. do any robots currently build up a 'memory' of how theyve driven the previous laps ? It seems this would be unwelcome currently, but would be ok/interesting when run on a separate racer-box. . decoupling sim-loop from rendering loop (caveat, WAG follows. (wild-ass speculation)) Having just successfully installed ATI's fglrx video drivers on my Radeon 9700 laptop, Ive just seen my FPS jump from 0.6 to 70. Needless to say, it was formerly impossible to drive, now it looks really good. Well, there are many other tangents possible, Im hoping you all are willing to brainstorm down some of those possibilities. tia Jim Cromie |
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From: Christos D. <dim...@id...> - 2005-02-22 14:14:40
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> > > However it might be OK to put it as the default option on pro > > mode. > > I would not change it at all in simuv2 because the jump is simply too > big then. This is only for simuv2. > Another issue is that the data you have found on the web might > not be reliable at all, so who knows... (btw. I have as well the feeling > that the coefficients are too big, but I am against a change in simuv2). > I dunno, is it reasonable for 1000Kg + cars to be able to turn at 3g? The Ferrari data is taken from the Ferrari website. They seem to be very proud of the 280Kg downforce they achieved for their latest model :) I changed the coefficients so I get 400Kg on the 360, and it was quite a bit more difficult. On the plus side, the traction becomes a bit more linear so it can be more easily modelled by robots (and humans, I guess) and oversteering is smoother. On the minus side, RWD cars become more prone to power spins and some cars almost lift off on the hill in the long straight of e-track-4 :) I have just done an options system for simuv3, so I'll add this as an option for realism junkies. [It can certainly be intimidating to novices. Some friends of mine that tried to play found even simuv2/rookie hard.] There is currently neither GUI nor .XML file for controlling the simuv3 options, of course. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
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From: Bernhard W. <be...@bl...> - 2005-02-22 13:55:49
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Hi Christos > I fiddled a bit with the aero settings and lowered it > down so that with the 360-modena you get around double the downforce > of the real car. While there is a huge difference in speed that you > can use for curves, it seems that if you slow done sufficiently the > car handling is slightly easier. > > Unfortunately, no matter how I implement this in the code, it means > that all robots that try to duplicate the functionality of the > simulation are broken, because they read the parameters directly from > the file with GfParmGetNum(). > > As it stands, altering the aero to reduce downforce to more reasonable > levels seems to not be worth it, considering the amount of things that > break. (Car wing settings will need to be changed as well). Yes:-) > However it might be OK to put it as the default option on pro > mode. I would not change it at all in simuv2 because the jump is simply too big then. Another issue is that the data you have found on the web might not be reliable at all, so who knows... (btw. I have as well the feeling that the coefficients are too big, but I am against a change in simuv2). Bye, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb |
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From: Christos D. <dim...@id...> - 2005-02-19 17:21:38
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I fiddled a bit with the aero settings and lowered it down so that with the 360-modena you get around double the downforce of the real car. While there is a huge difference in speed that you can use for curves, it seems that if you slow done sufficiently the car handling is slightly easier. Unfortunately, no matter how I implement this in the code, it means that all robots that try to duplicate the functionality of the simulation are broken, because they read the parameters directly from the file with GfParmGetNum(). As it stands, altering the aero to reduce downforce to more reasonable levels seems to not be worth it, considering the amount of things that break. (Car wing settings will need to be changed as well). However it might be OK to put it as the default option on pro mode. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
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From: Christos D. <dim...@id...> - 2005-02-18 18:03:02
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I was just going through the aero code again. It is hard to find figures for real cars, but I chanced across something in ferrari's site which said that the ferrari 360 modena generates 200Kg at 300Km/h. In proper units, that is 2000N. Now, checking aero.cpp, we have total_lift = C * v^2 * hm, where C = 0.7+0.8 for the ferrari. hm=2*exp(-3.0*(1.5*0.4)^4), [the 0.4 figure comes from the ride height set up, though it could be even lower) really. At a speed of 300Km/h this gives 8000 N, four times as much as the original figure. In order to bring it in line with the real figure, we need to either change the C coefficients, or make it so that the car's front area and Cx is taken into account. We could change the line: hm = 2 * exp(-3.0*hm); into: hm = FrntArea * Cx * exp(-3.0*hm); I guess the 3.0 is arbitrary and could have been any other value. Values near zero would indicate that the downforce is mostly due to ground effect's decrease of pressure in the bottom and lower values that it is mostly due the body's increase of pressure in the top. I am sure that if we change this cars will be much more difficult to handle. I don't know if the 360's value is representative of that of other cars' downforce without any spoilers, but people on various websites seem to value its downforce very highly. But perhaps they are just echoing Ferrari's press release. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |