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From: <Dav...@in...> - 2006-06-29 10:24:17
|
Hello, I'm using torcs for a project, and I would like to know if it's possible to have the force feedback while driving with a racer wheel. I just saw that it was implemented by a student in a research project, maybe he gave the source to the racer community. Thank you in advance for your answer David |
|
From: <wi...@pi...> - 2006-06-18 08:56:13
|
On Sun, 18 Jun 2006 10:47:56 +0200, Kennet Eriksson = <eri...@ya...> wrote: > First: Sorry for starting a new thread. I just cannot > figure out how to answer to a post here. Please > enlighten me. I think if you just do reply-all with a client that does nothing more th= an = add a "Re:" , the mail archive will be able to link it to the previous = post. Don't edit the title as you did in this case. HTH |
|
From: Kennet E. <eri...@ya...> - 2006-06-18 08:48:05
|
> Do you think that it's reasonably accurate or "just > for fun" ? Hi everybody! First: Sorry for starting a new thread. I just cannot figure out how to answer to a post here. Please enlighten me. I cannot say how accurate it is. I found data on the internet and modelled after that. A lot of stuff in the xml file determines the cars behaviour. Can somebody testdrive a real car and compare? I cannot give a better answer, sorry. I've got a sort of sweet tooth for this, I may look into some other historic cars if no one objects. I modified the xml file a little; the performance is similar. The gearing a little different, the balance and fueltank changed. The rear brake disks a little smaller to lessen the locking of them. Regards Kennet |
|
From: <wi...@pi...> - 2006-06-17 19:40:03
|
On Wed, 07 Jun 2006 18:55:18 +0200, Kennet Eriksson = <eri...@ya...> wrote: > I experimented a little more with the Austin-Healey. I > changed the gearing according to my previous post and > then I tried to set up the torque to give the car > somewhat similar speedresources to what I can read on > the internet. The car accelerates a little too fast up > to 100 km/h but I hope we can accept that. Given > enough time i will also reach a top speed of a little > under 190. I have driven it at 212 or so in this > setting slipstreaming behind bernhist 4 on E-track 4. > Feel free to comment this, if you have information > that totally invalidiates this I'd love to hear it. > Corrections of any kind are also welcome. > > I will stop pestering you about this now. I'm going > cold turkey. I can do it! I will do it! Wish me luck. > > Regards > Kennet > Hi, that's interesting. I was wanting to do something involving breaking distances. What's your = = impression of the modeling accuracy now that you have put some more = realistic data in for the Austin-Healey? Do you think that it's reasonably accurate or "just for fun" ? cheers. |
|
From: <vte...@ya...> - 2006-06-15 10:47:29
|
Hello , I was wondering if someone could
help me to make a Formula 1 track and Formula 1 cars on TORCS.
I'm working on it and I would aprecciate your help very much.
I'm Vicente from spain.
The web of the project is:
http://www4.uji.es/~al063357/tutorials/torcs/index.html
I have read all information on the web:
http://www.idiap.ch/~dimitrak/torcs/
My intention is to make a guide that explain the proces of making a
simple render with blender (a GNU free 3d rendering program).
I have made a real track with trackeditor,
I have searched the track map of Montmelo (Sanish F1-grand prix) on Google
Earth. You can download the track on my web.
Now I want to edit the track with blender in order to add objects and
make a nice track. I mean, add trucks, signals of the distance of
the curb, trees...
The editing of the Formula 1 cars is OK, I can edit the car
with blender in an easy way. This is explained on the F1 car section
of the web page. You can download a car on my web.
You can read more on the web of the project:
http://www4.uji.es/~al063357/tutorials/torcs/index.html
I was wondering is someone can explain how I can edit the track
created with track editor with blender or another 3d program in order
to improve the quality of the track.
Or if is another way to create good tracks for torcs, please
tell it to me.
I'm very interested on make F1 cars and F1 tracks for torcs.
Thanks to help me. Any comment is good to learn how to make
a track for torcs with blender.
By the way I have registerd on the
http://torcs.sourceforge.net/user.php?op=new_user
my nick name is: Vicente and vicentemarti
The pasword wasn't sent to me.
Can you tell it to the administrators of the
http://torcs.sourceforge.net/ site to sent me the
pasword?
Tanks for help me again,
Please I
----------------------------------------------------------
Vicente Marti
http://www4.uji.es/~al063357/
vte...@ho...
------------------------------------------------------------
__________________________________________________
Correo Yahoo!
Espacio para todos tus mensajes, antivirus y antispam ¡gratis!
Regístrate ya - http://correo.yahoo.es |
|
From: Philipp <ph1...@ya...> - 2006-06-10 05:23:17
|
Hello, I'm getting this error: (...) configure: error: Can't find libm. (...) What package am I missing? ___________________________________________________________ Telefonate ohne weitere Kosten vom PC zum PC: http://messenger.yahoo.de |
|
From: Kennet E. <eri...@ya...> - 2006-06-07 16:56:47
|
I experimented a little more with the Austin-Healey. I changed the gearing according to my previous post and then I tried to set up the torque to give the car somewhat similar speedresources to what I can read on the internet. The car accelerates a little too fast up to 100 km/h but I hope we can accept that. Given enough time i will also reach a top speed of a little under 190. I have driven it at 212 or so in this setting slipstreaming behind bernhist 4 on E-track 4. Feel free to comment this, if you have information that totally invalidiates this I'd love to hear it. Corrections of any kind are also welcome. I will stop pestering you about this now. I'm going cold turkey. I can do it! I will do it! Wish me luck. Regards Kennet |
|
From: fox m. <sad...@ho...> - 2006-06-07 02:41:48
|
hi, i download torcs-1.2.4 and compile from sources and all ok when i run torcs it run ok but when i enter new race it closed with this error: /usr/local/lib/torcs/torcs-bin: symbol lookup error: /usr/local/lib/torcs/modules/graphic/ssggraph.so: undefined symbol: gzopen plz help me . thanks . _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ |
|
From: Bernhard W. <be...@bl...> - 2006-06-06 18:55:43
|
Hi > grscreen.h:81: error: extra qualification =91cGrScreen::=92 on member =91= camDraw=92 > make[5]: *** [grmain.o] Fehler 1 > make[4]: *** [subdirs] Fehler 1 > make[3]: *** [subdirs] Fehler 1 > make[2]: *** [subdirs] Fehler 1 > make[1]: *** [subdirs] Fehler 1 > make: *** [restart] Fehler 2 >=20 >=20 > do you have an idea what i could do ... or what that mean Change "void cGrScreen::camDraw(tSituation *s);" to "void camDraw(tSituation *s);" You use GCC 4.1 or higher, which is newer than TORCS 1.2.4, in CVS the pr= oblem has been fixed. Bye, Bernhard. --=20 Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb |
|
From: Kennet E. <eri...@ya...> - 2006-06-06 09:56:04
|
Hi, I've experimented a little with the xml for the Austin-Healey. It seems as the torque values for the engine are too high. I suggest halving them for a engine in the Mk III series, x0.45 for a MK II series and, if you wish to experiment, try something like x0.6 for a racing version. The torque values goes up to 7000 rpm but the rpm limiter is set at 6000, you may wish to set it to 7000. http://www.supercars.net/cars/117.html have some values for the gearing of the car, feel free to experiment. (2.93:1, 2.05:1, 1.31:1, 1.00:1 perhaps 0.9:1 if you bought the optional overdrive :-) final drive 4.22:1 or 3.91:1 depending on where you look..., try something in between that gives the car a top speed of < 190 for a MkII) I believe the car is more realistic with these modifications and of course I welcome corrections. I'm not sure about how the licensing works with the bundled xml file, but to be safe, do not ship with the corrections. You may include this note though. Comments? Regards Kennet |
|
From: Eric E. <eri...@fr...> - 2006-06-05 19:16:16
|
Hi all, Christos is right, for all the model I imported (with the author=20 agreement of course) only the 3D and textures are non-free. The xml files are free as indicated in the files, so you can update the setups to provide better cars. Bye, Eric. Christos Dimitrakakis a =E9crit : > SpeedyChonChon wrote: >> Hi >> >> The technical data and the 3D model are parts of a same "package" and >> there is only one license for the whole "package". And we can't >> published any modification of the "package" (data and/or 3d model), so >> we must make a new complete "package". >> Am I not right ? >> >> Speedy >> >=20 > Hm... I thought KC only gave us the 3d models and that the technical > data .xml files were done by Eric. >=20 > BTW, KC mentions the basic tech data in the readme.txt files, i.e. for > the Austin: >=20 > Size: 4 x 1.537 x 1.289 m > Weight: 1250 kg > Power: 148 ch @ 5250 RPM > Torque: 22.8 mkg @ 3500 RPM >=20 > These values seem to be twice higher than the values in the .xml :) >=20 >=20 >=20 |
|
From: Christos D. <dim...@id...> - 2006-06-05 12:41:52
|
SpeedyChonChon wrote: > Hi > > The technical data and the 3D model are parts of a same "package" and > there is only one license for the whole "package". And we can't > published any modification of the "package" (data and/or 3d model), so > we must make a new complete "package". > Am I not right ? > > Speedy > Hm... I thought KC only gave us the 3d models and that the technical data .xml files were done by Eric. BTW, KC mentions the basic tech data in the readme.txt files, i.e. for the Austin: Size: 4 x 1.537 x 1.289 m Weight: 1250 kg Power: 148 ch @ 5250 RPM Torque: 22.8 mkg @ 3500 RPM These values seem to be twice higher than the values in the .xml :) -- Christos Dimitrakakis Homepage: http://www.idiap.ch/~dimitrak/main.html Music: http://olethros.dmusic.com |
|
From: SpeedyChonChon <spe...@fr...> - 2006-06-05 11:58:55
|
Hi The technical data and the 3D model are parts of a same "package" and=20 there is only one license for the whole "package". And we can't=20 published any modification of the "package" (data and/or 3d model), so=20 we must make a new complete "package". Am I not right ? Speedy Christos Dimitrakakis a =E9crit : >I don't think so. In any case the technical data is independent of the >3d model. > > > >SpeedyChonChon wrote: > =20 > >>Hi Kennet >> >>The problem of the historic cars is that most of them are non-free, so=20 >>only the author can modify them. >>The only solution for us to correct the Austin-Healey is to make a 3D=20 >>model from zero and give it the technical datas we want. >>I'm not familiar with licences but I think it is so. >>Sorry. >> |
|
From: Christos D. <ole...@vt...> - 2006-06-04 23:58:03
|
> I enjoy the game immensely > but I am also very interested in history so accurate > cars would enhance the experience. That would be cool, but it is very difficult to get technical data for most cars. The hardest bit is to get all those physical quantities (i.e. rotational inertia) which together determine how the car feels on the road. The motor can be easily adjusted as far as output horsepower goes, but it is still a bit of a hit-and-miss affair to determine engine braking coefficient and engine rotational inertia - and those things influence a lot braking and acceleration. -- Christos Dimitrakakis Homepage: http://www.idiap.ch/~dimitrak/main.html Music: http://olethros.dmusic.com |
|
From: SpeedyChonChon <spe...@fr...> - 2006-06-04 22:02:17
|
Hi Kennet The problem of the historic cars is that most of them are non-free, so=20 only the author can modify them. The only solution for us to correct the Austin-Healey is to make a 3D=20 model from zero and give it the technical datas we want. I'm not familiar with licences but I think it is so. Sorry. Speedy Kennet Eriksson a =E9crit : >Driving at 247 km/h on the back straight(?) of E-track >4 with the Austin-Healey knowing you will have >difficulty braking at the end is quite interesting but >I don't believe it to be historically accurate. You >could buy the car with an electric overdrive so the >fifth gear might not be too far from the truth but the >most powerful version had 150 horsepower, would that >be enough to scare the car up to 250? Maybe the engine >is a bit too powerful in the gamecar? >According to the always thrustworthy internet the car >made 185/116 at most in a little less powerful >versions. Maybe this car is modelled after some racing >enhanced car? Some information about how the >individual cars are modelled would be very >interesting. >Is nitpicking like this acceptable or should I just >shut up and enjoying zapping along the tracks in my >Austin-Healey? The game version is 1.2.4-1ubuntu7 on >kubuntu and the extra cars from >TORCS-1.2.4-data-cars-*. I enjoy the game immensely >but I am also very interested in history so accurate >cars would enhance the experience. Yes, most of the >cars are well within reason as far as I can tell. >Why do I drive this car? It is very interesting to >drive it, when I try a modern car, say the 360-modena, >I think; what a great car, and then I try some other >car, it's just not interesting to drive. Driving a car >that I have to treat gently is also, I believe, a good >way to improve, something I need. > >Thank you for reading these ramblings, >Regards >Kennet > > > >_______________________________________________ >Torcs-users mailing list >Tor...@li... >https://lists.sourceforge.net/lists/listinfo/torcs-users > > > =20 > |
|
From: Kennet E. <eri...@ya...> - 2006-06-04 21:39:22
|
Driving at 247 km/h on the back straight(?) of E-track 4 with the Austin-Healey knowing you will have difficulty braking at the end is quite interesting but I don't believe it to be historically accurate. You could buy the car with an electric overdrive so the fifth gear might not be too far from the truth but the most powerful version had 150 horsepower, would that be enough to scare the car up to 250? Maybe the engine is a bit too powerful in the gamecar? According to the always thrustworthy internet the car made 185/116 at most in a little less powerful versions. Maybe this car is modelled after some racing enhanced car? Some information about how the individual cars are modelled would be very interesting. Is nitpicking like this acceptable or should I just shut up and enjoying zapping along the tracks in my Austin-Healey? The game version is 1.2.4-1ubuntu7 on kubuntu and the extra cars from TORCS-1.2.4-data-cars-*. I enjoy the game immensely but I am also very interested in history so accurate cars would enhance the experience. Yes, most of the cars are well within reason as far as I can tell. Why do I drive this car? It is very interesting to drive it, when I try a modern car, say the 360-modena, I think; what a great car, and then I try some other car, it's just not interesting to drive. Driving a car that I have to treat gently is also, I believe, a good way to improve, something I need. Thank you for reading these ramblings, Regards Kennet |
|
From: mr.fuckthat <mr....@ly...> - 2006-06-03 22:15:09
|
hallo everyone, i got a error at compiling: grscreen.h:81: error: extra qualification =91cGrScreen::=92 on member =91= camDraw=92 make[5]: *** [grmain.o] Fehler 1 make[4]: *** [subdirs] Fehler 1 make[3]: *** [subdirs] Fehler 1 make[2]: *** [subdirs] Fehler 1 make[1]: *** [subdirs] Fehler 1 make: *** [restart] Fehler 2 do you have an idea what i could do ... or what that mean thx |
|
From: Bernhard W. <be...@bl...> - 2006-06-02 22:48:53
|
Hi Jim > Is This effective hardware accelleration ? Never. My old GeForce3 gives me more than 2500 FPS. You can simply check it this way: glxinfo | grep render Direct rendering must be "Yes", and the renderer String should represent the message of your driver. My string is: direct rendering: Yes OpenGL renderer string: GeForce3/AGP/SSE > Is that -DRI message important ? It depends on the driver: NVIDIA has AFAIK its own hack to talk to the hardware, but for the ATI driver it might be important. The best places to get help are: - The ATI driver documentation supplied with the driver, there is for sure a trouble shooting section (I guess). - Forums for your distro, you are for sure not the only one which has trouble setting up 3D. Bye, have fun, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb |
|
From: Jim C. <jim...@gm...> - 2006-06-02 21:03:26
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many moons ago, I succeeded in getting Torcs running from source, on my ATI laptop, running Fedora Core 4, 01:00.0 VGA compatible controller: ATI Technologies Inc RV350 [Mobility Radeon 9600 M10] , running with ATIs fglrx package of that (unknown) vintage. With fglrx working, I was seeing frame-rates around 30-sec, without it, I was getting an unusable 0.3 FPS Kernel upgrades etc broke this somehere along the line, and the whole effort to stay current collapsed. Ive currently got Torcs installed from FC extras rpms, and it consumes 100% cpu just sitting on the entry screen. It gets 0.5 FPS when 'driving' Very recently, I tried ATIs installer, which apparently does a better integration with existing linux installation, but I havent been able to discern a difference yet. It installed into /lib/modules/fglrx, which implies its OS independent. But with this in, I still only get 0.5 FPS glxgears does run, giving these numbers for small/large screens [jimc@harpo dev]$ glxgears Xlib: extension "XFree86-DRI" missing on display ":0.0". 1207 frames in 5.0 seconds = 241.400 FPS 1440 frames in 5.0 seconds = 288.000 FPS 1440 frames in 5.0 seconds = 288.000 FPS 1440 frames in 5.0 seconds = 288.000 FPS 1200 frames in 5.0 seconds = 240.000 FPS 600 frames in 7.0 seconds = 85.714 FPS 120 frames in 9.0 seconds = 13.333 FPS 120 frames in 10.0 seconds = 12.000 FPS 240 frames in 6.0 seconds = 40.000 FPS 1320 frames in 5.0 seconds = 264.000 FPS 1440 frames in 5.0 seconds = 288.000 FPS 1440 frames in 5.0 seconds = 288.000 FPS The big dip in hte middle is where I went full-screen. Is This effective hardware accelleration ? What should I be seeing, via what tools ? Is that -DRI message important ? Im running FC-x's standard xorg server, not xfree86. I have a steering wheel now, :-D so Id love to get back to a fast, working, cvs-version of torcs. Sorting my 3D seems a necessary 1st step. tia -jimc |