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From: Alan A. <ala...@gm...> - 2013-03-14 23:43:22
|
Hi Berniw,
I think i were not very clear in my last email, but what i want to say is
that the *problem* of high changes *disappear* when the car moves *only for
* ( *tita* , car2-trb1) car. *While* for the other cars (*bt* , car2-trb1
and *berniw2*, "FOCW61) it *always* *exist* (at low and high speeds).
Anyway tomorrow i will try to print the suspension...
Thank you very much
On Thu, Mar 14, 2013 at 9:40 PM, Bernhard Wymann <be...@bl...> wrote:
> Hi Alan
>
> Please print out the suspension course, max, and if the SUSP_EXT condition
> kicks in, I bet that is the reason. Review as well the car model, in the
> previous post I mentioned the interesting parameters.
>
> That the noise disappears with growing speed is clear, because at the
> start just the wight of the car is present as main force, so the spring is
> on this magic "cannot extend more" limit. When the car dives faster,
> downforce (wings and ground effect) kicks in, and the suspension gets
> compressed, so relative to the lower actual ride height it can then extend
> a bit, because not operating anymore on the "mechanical limit".
>
> Makes all total sense to me;-)
>
> Best regards
>
> Bernhard
>
>
> On 03/14/2013 08:34 PM, Alan Ali wrote:
>
>> Hi Berniw,
>>
>> Thank you very much for your help.
>>
>> But the problem still exist .
>> *
>> The changes i made is the followings:*
>>
>>
>> I put your code from "TORCS Robot tutorial" instead of the drive
>> function for the robot
>> static void drive(int index, tCarElt* car, tSituation *s)
>> {
>> memset(&car->ctrl, 0, sizeof(tCarCtrl));
>>
>> float angle;
>> const float SC = 1.0;
>>
>> angle = RtTrackSideTgAngleL(&(car->_trkPos)) - car->_yaw;
>> NORM_PI_PI(angle); // put the angle back in the range from -PI to PI
>> angle -= SC*car->_trkPos.toMiddle/car->_trkPos.seg->width;
>>
>> // set up the values to return
>> car->ctrl.steer = angle / car->_steerLock;
>> car->ctrl.gear = 1; // first gear
>> car->ctrl.accelCmd = 0.3; // 30% accelerator pedal
>> car->ctrl.brakeCmd = 0.0; // no brakes
>> }
>>
>> and i print the forces of the first wheel as i have already mentioned...
>>
>> *The expeimenrts :*
>>
>>
>> i have tested (TORCS 1.3.3,tita3, car1-trb1 on wheel-1) the changes
>> exist just at start , and it disapear (smooth force changes) after the
>> car moves even without any changes.
>>
>> But I am using (TORCS 1.3.3 ,bt , car2-trb1 on wheel-1) i have wiped out
>> all stuff out of the default xml file for all the cars(
>> D:\torcs-1.3.3\runtimed\drivers\bt\ i \default.xml , where i =0...9 )
>> (keeping the brake part as you told me to do)
>> but the problem didn't disaprear...
>>
>> I have also tested (TORCS 1.3.3,berniw2, "FOCW61"on wheel-1) and the
>> same problem exist.
>> acutally what i made is to replace all the drive funciotn.
>>
>> i have also replaced the code
>> Ft -= F * sx / s;
>> Fn -= F * sy / s;
>> but it still exist...
>>
>>
>> Thank you very much again and sory for bothering you...
>>
>>
>>
>>
>
|
|
From: Bernhard W. <be...@bl...> - 2013-03-14 20:40:34
|
Hi Alan
Please print out the suspension course, max, and if the SUSP_EXT
condition kicks in, I bet that is the reason. Review as well the car
model, in the previous post I mentioned the interesting parameters.
That the noise disappears with growing speed is clear, because at the
start just the wight of the car is present as main force, so the spring
is on this magic "cannot extend more" limit. When the car dives faster,
downforce (wings and ground effect) kicks in, and the suspension gets
compressed, so relative to the lower actual ride height it can then
extend a bit, because not operating anymore on the "mechanical limit".
Makes all total sense to me;-)
Best regards
Bernhard
On 03/14/2013 08:34 PM, Alan Ali wrote:
> Hi Berniw,
>
> Thank you very much for your help.
>
> But the problem still exist .
> *
> The changes i made is the followings:*
>
> I put your code from "TORCS Robot tutorial" instead of the drive
> function for the robot
> static void drive(int index, tCarElt* car, tSituation *s)
> {
> memset(&car->ctrl, 0, sizeof(tCarCtrl));
>
> float angle;
> const float SC = 1.0;
>
> angle = RtTrackSideTgAngleL(&(car->_trkPos)) - car->_yaw;
> NORM_PI_PI(angle); // put the angle back in the range from -PI to PI
> angle -= SC*car->_trkPos.toMiddle/car->_trkPos.seg->width;
>
> // set up the values to return
> car->ctrl.steer = angle / car->_steerLock;
> car->ctrl.gear = 1; // first gear
> car->ctrl.accelCmd = 0.3; // 30% accelerator pedal
> car->ctrl.brakeCmd = 0.0; // no brakes
> }
>
> and i print the forces of the first wheel as i have already mentioned...
>
> *The expeimenrts :*
>
> i have tested (TORCS 1.3.3,tita3, car1-trb1 on wheel-1) the changes
> exist just at start , and it disapear (smooth force changes) after the
> car moves even without any changes.
>
> But I am using (TORCS 1.3.3 ,bt , car2-trb1 on wheel-1) i have wiped out
> all stuff out of the default xml file for all the cars(
> D:\torcs-1.3.3\runtimed\drivers\bt\ i \default.xml , where i =0...9 )
> (keeping the brake part as you told me to do)
> but the problem didn't disaprear...
>
> I have also tested (TORCS 1.3.3,berniw2, "FOCW61"on wheel-1) and the
> same problem exist.
> acutally what i made is to replace all the drive funciotn.
>
> i have also replaced the code
> Ft -= F * sx / s;
> Fn -= F * sy / s;
> but it still exist...
>
>
> Thank you very much again and sory for bothering you...
>
>
>
|
|
From: Bernhard W. <be...@bl...> - 2013-03-14 03:06:59
|
Hi Alan
I could not resist and did the experiment by myself, and you are right,
it jumps (TORCS 1.3.4, tita3, car1-trb1 on wheel-1):-) And I was right
too (at least on my box), the jumping was caused by bad parametrization.
What happened: I fixed the parameters in the cars definition files a
long time ago (2008/2009?), so the human driver gets the fixes, but I
left the old setups for the robots in the drivers directory, so please
try this:
Either:
- Wipe out all stuff out of the default xml/specific setup xml for the
robot, just leave over the brake section (and the header of course),
then the corrected parameters are inherited from the car definition:
<params name="car1-trb1" type="template">
<section name="Brake System">
<attnum name="front-rear brake repartition" min="0.3"
max="0.7" val="0.54"/>
<attnum name="max pressure" unit="kPa" min="100"
max="150000" val="29000"/>
</section>
</params>
Or:
Adjust the suspension course, it must be significantly larger than the
ride height times bellcrank, so e.g. for car1-trb1:
<attnum name="ride height" unit="mm" min="100" max="120" val="105"/>
<attnum name="bellcrank" min="0.1" max="5" val="1.1"/>
<attnum name="suspension course" unit="m" min="0" max="0.2" val="0.2"/>
so 0.2 > 0.105*1.1 -> ok!
Check the TORCS console output, it will complain when the values are not
accepted for some reason. Setting these parameters right fixed the
problem here.
Explained:
If the suspension course is equal or even smaller than the ride height,
the suspension can just compress and not extend, so it looses touch with
the ground on the smallest vibration, which causes then
if ((wheel->state & SIM_SUSP_EXT) != 0) {
sx = sy = 0.0f;
}
Btw. for the robots this does not matter big time, because the force
gets captured from the other wheel and they drive not on the limit, so I
will not touch this.
Please let me know if this helped.
Best regards
Bernhard
On 03/13/2013 08:05 PM, Alan Ali wrote:
> Hi
>
> Actually the test condition are the following:
>
> 1- I have used "bt1" car (only on car in the race).
> 2-
> car->ctrl.gear = 0;
> car->ctrl.accelCmd = 0.1f;
> car->ctrl.brakeCmd = 0;
> the lateral control is the simplest control law (following path angle).
> 3- The track is "road Tracks" "forza" (i think i has nothing to do
> with the track because i have tested anothers tracks).
> 4- The samples rate is 500 HZ (because i watch the values of the force,
> which is computed in void "SimWheelUpdateForce(tCar *car, int index)"
> function in wheel.cpp file).
> 6- The problem exist all the time (from start until reaching the maximum
> value (about 70 km/h for first gear)).
>
> we put the following command :
> printf("logitudinal force Ft = %f \n",Ft );
> in the end of the "void SimWheelUpdateForce(tCar *car, int index)"
> function which exist in "wheel.cpp" file
> and we will see all the values of the logitudinal force.
> You will see that it change in unloigical way (some times from about
> 6000 to about -6000) .
>
> Actually i have avareged the values, but it needs long average
> time(about 1 sec) which is not very acceptable in my control (it will
> add undesired delay in the system model).
>
> And i think it not very logical because it changes very rapidely from
> very big force to very big negative force, and i think it is not from
> the gear.
>
> And finaly i think it is has nothing to do with the calculation of the
> forces when the speed is very small, because the problem exist even in
> high speeds.
>
> Thank you very much in advance.
>
>
>
>
> On Fri, Mar 8, 2013 at 6:07 PM, Bernhard Wymann <be...@bl...
> <mailto:be...@bl...>> wrote:
>
> Hi Alan
>
> Do you sample these values in every simulation timestep (500Hz) or
> from the robot (50Hz), what are the conditions for the experiment
> (track, speed, cars, ...). What about averaging to get a better
> signal (e.g. cosider it as noise)? Is all output from the same wheel
> (just asking)?
>
> For me these values "make sense", you can think of a gear wheel,
> which bounces within its play.
>
> I am aware that the force calculation around speed=0 is a mess
> there, but I did not find so far the time to improve it, e.g. I want
> to get rid of "if v < 0.000001" etc.
>
> The trick will be to add the result of another function around zero,
> this function will need to fulfill these requirements:
> - I must be plausible
> - It must fade out completely for the ranges where the current model
> is correct
> - Ideally there would be no "if" decisions to do anymore.
>
> Best regards
>
> Bernhard
>
>
>
> On 02/27/2013 01:50 PM, Alan Ali wrote:
>
> Hi All,
>
> I am trying to control the vehicles, my control law needs to know
> vehicle acceleration "DynGCg.acc".
> watching this acceleration show that it change very quickly in
> unlogical way (we don't see all this changes as the speed is the
> accumulation (filteration) of the acceleration and we will see
> filtred
> response...)
>
> trying to konw the source of the problem :
> i found that the problem is from the forces applied on the wheels
> computed in (void SimWheelUpdateForce(tCar *car, int index))
> function
> where the forces change very rapidly in unlogical way
> as un exempl:
> taking Car->ctrl.accelCmd = 0.1;
> i get the following forces acting on the wheels:
>
>
>
> you can see that the longitudial force changes very rapidly (eg.
> from Ft
> =-6360 to 7843) which is not logiacl
>
> Searching more and more to know the problem i have found that it is
> caused as a result of high changes of sx = (vt - wrl) / fabs(vt);
> which is it its turn change as a result of high changes of wrl =
> wheel->spinVel * wheel->radius;
> so it is very clear that the problem is from high changes of
> "wheel->spinVel" but i couldn't know much more ...
> can any one help me to know why it change rapidly and how to
> reduce this
> changes as it is not logical.
>
> thanks for all.
>
>
>
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|
|
From: Bernhard W. <be...@bl...> - 2013-03-14 01:13:18
|
Hi
Which TORCS version did you use, 1.3.4? Which car was in use?
This might matter, because in older releases (up to 1.2.4 for sure,
maybe up to 1.3.1) the suspension course and fast rebound was set
"unhappily" on some cars, this caused "high frequency micro bouncing" on
the wheels (you could not see this visually, but this pretty much fits
your experience).
Just for fun, could you try the robot with some other cars?
Btw. you interpret the output wrong I guess (at least you did not
mention it), because it is always wheel 1,2,3,4,1,2,3,4,... but even
then the values are bouncing.
Another thing: Does the situation improve if you replace
// wheel axis based
Ft -= F * sx / s;
Fn -= F * sy / s;
with (see added braces)
Ft -= F * (sx / s);
Fn -= F * (sy / s);
(This could be numerically more stable, because sx/sy/s could be small
compared to F).
The gear-wheel example was just a "metaphor", because the system is not
damped, it could indeed bounce around.
Please let me know about your findings and give me a bit more
information, when the problem persists I could then have a look into it.
Best regards
Bernhard
On 03/13/2013 08:05 PM, Alan Ali wrote:
> Hi
>
> Actually the test condition are the following:
>
> 1- I have used "bt1" car (only on car in the race).
> 2-
> car->ctrl.gear = 0;
> car->ctrl.accelCmd = 0.1f;
> car->ctrl.brakeCmd = 0;
> the lateral control is the simplest control law (following path angle).
> 3- The track is "road Tracks" "forza" (i think i has nothing to do
> with the track because i have tested anothers tracks).
> 4- The samples rate is 500 HZ (because i watch the values of the force,
> which is computed in void "SimWheelUpdateForce(tCar *car, int index)"
> function in wheel.cpp file).
> 6- The problem exist all the time (from start until reaching the maximum
> value (about 70 km/h for first gear)).
>
> we put the following command :
> printf("logitudinal force Ft = %f \n",Ft );
> in the end of the "void SimWheelUpdateForce(tCar *car, int index)"
> function which exist in "wheel.cpp" file
> and we will see all the values of the logitudinal force.
> You will see that it change in unloigical way (some times from about
> 6000 to about -6000) .
>
> Actually i have avareged the values, but it needs long average
> time(about 1 sec) which is not very acceptable in my control (it will
> add undesired delay in the system model).
>
> And i think it not very logical because it changes very rapidely from
> very big force to very big negative force, and i think it is not from
> the gear.
>
> And finaly i think it is has nothing to do with the calculation of the
> forces when the speed is very small, because the problem exist even in
> high speeds.
>
> Thank you very much in advance.
>
>
>
>
> On Fri, Mar 8, 2013 at 6:07 PM, Bernhard Wymann <be...@bl...
> <mailto:be...@bl...>> wrote:
>
> Hi Alan
>
> Do you sample these values in every simulation timestep (500Hz) or
> from the robot (50Hz), what are the conditions for the experiment
> (track, speed, cars, ...). What about averaging to get a better
> signal (e.g. cosider it as noise)? Is all output from the same wheel
> (just asking)?
>
> For me these values "make sense", you can think of a gear wheel,
> which bounces within its play.
>
> I am aware that the force calculation around speed=0 is a mess
> there, but I did not find so far the time to improve it, e.g. I want
> to get rid of "if v < 0.000001" etc.
>
> The trick will be to add the result of another function around zero,
> this function will need to fulfill these requirements:
> - I must be plausible
> - It must fade out completely for the ranges where the current model
> is correct
> - Ideally there would be no "if" decisions to do anymore.
>
> Best regards
>
> Bernhard
>
>
>
> On 02/27/2013 01:50 PM, Alan Ali wrote:
>
> Hi All,
>
> I am trying to control the vehicles, my control law needs to know
> vehicle acceleration "DynGCg.acc".
> watching this acceleration show that it change very quickly in
> unlogical way (we don't see all this changes as the speed is the
> accumulation (filteration) of the acceleration and we will see
> filtred
> response...)
>
> trying to konw the source of the problem :
> i found that the problem is from the forces applied on the wheels
> computed in (void SimWheelUpdateForce(tCar *car, int index))
> function
> where the forces change very rapidly in unlogical way
> as un exempl:
> taking Car->ctrl.accelCmd = 0.1;
> i get the following forces acting on the wheels:
>
>
>
> you can see that the longitudial force changes very rapidly (eg.
> from Ft
> =-6360 to 7843) which is not logiacl
>
> Searching more and more to know the problem i have found that it is
> caused as a result of high changes of sx = (vt - wrl) / fabs(vt);
> which is it its turn change as a result of high changes of wrl =
> wheel->spinVel * wheel->radius;
> so it is very clear that the problem is from high changes of
> "wheel->spinVel" but i couldn't know much more ...
> can any one help me to know why it change rapidly and how to
> reduce this
> changes as it is not logical.
>
> thanks for all.
>
>
>
> ------------------------------__------------------------------__------------------
> Everyone hates slow websites. So do we.
> Make your web apps faster with AppDynamics
> Download AppDynamics Lite for free today:
> http://p.sf.net/sfu/appdyn___d2d_feb
> <http://p.sf.net/sfu/appdyn_d2d_feb>
>
>
>
> _________________________________________________
> Torcs-users mailing list
> Tor...@li....__net
> <mailto:Tor...@li...>
> https://lists.sourceforge.net/__lists/listinfo/torcs-users
> <https://lists.sourceforge.net/lists/listinfo/torcs-users>
>
>
>
>
>
> ------------------------------------------------------------------------------
> Everyone hates slow websites. So do we.
> Make your web apps faster with AppDynamics
> Download AppDynamics Lite for free today:
> http://p.sf.net/sfu/appdyn_d2d_mar
>
>
>
> _______________________________________________
> Torcs-users mailing list
> Tor...@li...
> https://lists.sourceforge.net/lists/listinfo/torcs-users
>
|
|
From: Alan A. <ala...@gm...> - 2013-03-13 19:06:08
|
Hi
Actually the test condition are the following:
1- I have used "bt1" car (only on car in the race).
2-
car->ctrl.gear = 0;
car->ctrl.accelCmd = 0.1f;
car->ctrl.brakeCmd = 0;
the lateral control is the simplest control law (following path angle).
3- The track is "road Tracks" "forza" (i think i has nothing to do
with the track because i have tested anothers tracks).
4- The samples rate is 500 HZ (because i watch the values of the force,
which is computed in void "SimWheelUpdateForce(tCar *car, int index)"
function in wheel.cpp file).
6- The problem exist all the time (from start until reaching the maximum
value (about 70 km/h for first gear)).
we put the following command :
printf("logitudinal force Ft = %f \n",Ft );
in the end of the "void SimWheelUpdateForce(tCar *car, int index)" function
which exist in "wheel.cpp" file
and we will see all the values of the logitudinal force.
You will see that it change in unloigical way (some times from about 6000
to about -6000) .
Actually i have avareged the values, but it needs long average time(about 1
sec) which is not very acceptable in my control (it will add undesired
delay in the system model).
And i think it not very logical because it changes very rapidely from very
big force to very big negative force, and i think it is not from the gear.
And finaly i think it is has nothing to do with the calculation of the
forces when the speed is very small, because the problem exist even in high
speeds.
Thank you very much in advance.
On Fri, Mar 8, 2013 at 6:07 PM, Bernhard Wymann <be...@bl...> wrote:
> Hi Alan
>
> Do you sample these values in every simulation timestep (500Hz) or from
> the robot (50Hz), what are the conditions for the experiment (track, speed,
> cars, ...). What about averaging to get a better signal (e.g. cosider it as
> noise)? Is all output from the same wheel (just asking)?
>
> For me these values "make sense", you can think of a gear wheel, which
> bounces within its play.
>
> I am aware that the force calculation around speed=0 is a mess there, but
> I did not find so far the time to improve it, e.g. I want to get rid of "if
> v < 0.000001" etc.
>
> The trick will be to add the result of another function around zero, this
> function will need to fulfill these requirements:
> - I must be plausible
> - It must fade out completely for the ranges where the current model is
> correct
> - Ideally there would be no "if" decisions to do anymore.
>
> Best regards
>
> Bernhard
>
>
>
> On 02/27/2013 01:50 PM, Alan Ali wrote:
>
>> Hi All,
>>
>> I am trying to control the vehicles, my control law needs to know
>> vehicle acceleration "DynGCg.acc".
>> watching this acceleration show that it change very quickly in
>> unlogical way (we don't see all this changes as the speed is the
>> accumulation (filteration) of the acceleration and we will see filtred
>> response...)
>>
>> trying to konw the source of the problem :
>> i found that the problem is from the forces applied on the wheels
>> computed in (void SimWheelUpdateForce(tCar *car, int index)) function
>> where the forces change very rapidly in unlogical way
>> as un exempl:
>> taking Car->ctrl.accelCmd = 0.1;
>> i get the following forces acting on the wheels:
>>
>>
>>
>> you can see that the longitudial force changes very rapidly (eg. from Ft
>> =-6360 to 7843) which is not logiacl
>>
>> Searching more and more to know the problem i have found that it is
>> caused as a result of high changes of sx = (vt - wrl) / fabs(vt);
>> which is it its turn change as a result of high changes of wrl =
>> wheel->spinVel * wheel->radius;
>> so it is very clear that the problem is from high changes of
>> "wheel->spinVel" but i couldn't know much more ...
>> can any one help me to know why it change rapidly and how to reduce this
>> changes as it is not logical.
>>
>> thanks for all.
>>
>>
>>
>> ------------------------------**------------------------------**
>> ------------------
>> Everyone hates slow websites. So do we.
>> Make your web apps faster with AppDynamics
>> Download AppDynamics Lite for free today:
>> http://p.sf.net/sfu/appdyn_**d2d_feb <http://p.sf.net/sfu/appdyn_d2d_feb>
>>
>>
>>
>> ______________________________**_________________
>> Torcs-users mailing list
>> Tor...@li....**net <Tor...@li...>
>> https://lists.sourceforge.net/**lists/listinfo/torcs-users<https://lists.sourceforge.net/lists/listinfo/torcs-users>
>>
>>
>
|
|
From: Bernhard W. <be...@bl...> - 2013-03-11 13:21:00
|
Hi Sébastien No problem, you are welcome, good that it works now:-) Best regards Bernhard On 03/11/2013 08:04 AM, Sebastien Roy wrote: > Hi Bernhard, > > Good news, the joystick work again with Torcs. > > What I did, > > remove mouse usb from computer > delete js0, js1 > reboot without mouse and with the joystick connected. > joystick is now js0 > > reconfigure the player in Torcs > > work again! > > I'm so sorry to bug you and for my english. > > Thanks for your assistance. > > Best regards, > > Sébastien > > On 2013-03-10, at 12:06 PM, Bernhard Wymann <be...@bl...> wrote: > >> Hi >> >> When you move the joystick axis and TORCS "picks" the axis up, then it should actually work. If it does not detect it when moving in the configuration screen, then something must be messed up. >> >> Let me know it/how you solved the problem, if not let us know as well. >> >> Best regards >> >> Bernhard >> >> On 03/10/2013 04:54 PM, Sebastien Roy wrote: >>> Hello, >>> >>> I've configure my player like this videos. >>> >>> The only thing that I've not modify is the steering dead zone. >>> >>> I'll try it later ... >>> >>> Thanks >>> >>> On 2013-03-10, at 11:48 AM, Bernhard Wymann <be...@bl...> wrote: >>> >>>> Hi >>>> >>>> Did you configure your player, if not, watch those videos: >>>> http://youtu.be/euGXPoPlyMA >>>> http://youtu.be/OHU0PFt1w6M >>>> >>>> Best regards >>>> >>>> Bernhard >>>> >>>> On 03/10/2013 04:25 PM, Sebastien Roy wrote: >>>>> Hi, the joystick does not work in both of them ... >>>>> >>>>> Sebastien Roy >>>>> -------------------- >>>>> ro...@me... >>>>> www.royseb.com >>>>> >>>>> On 2013-03-10, at 11:23 AM, Bernhard Wymann <be...@bl...> wrote: >>>>> >>>>>> Hi >>>>>> >>>>>> I do not really understand the question, does the joystick work in TORCS, but not in speeddreams? >>>>>> >>>>>> For speeddreams problems please ask in the speeddreams mailing list or forum. >>>>>> >>>>>> Best regards >>>>>> >>>>>> Bernhard >>>>>> >>>>>> On 03/10/2013 04:12 PM, Sebastien Roy wrote: >>>>>>> Hi, >>>>>>> >>>>>>> I played several games in Torcs with this joysitck. >>>>>>> Now, all the axes are not working only in Torcs and Speed-Dreams. >>>>>>> >>>>>>> I've test with jstest,jtest-gtk other games and all is ok. >>>>>>> >>>>>>> OS UbuntuStudio 12.04.1 >>>>>>> >>>>>>> Any ideas? >>>>>>> >>>>>>> Thanks >>>>>>> >>>>>>> >>>>>>> Sebastien Roy >>>>>>> -------------------------------- >>>>>>> ro...@me... <mailto:ro...@me...> >>>>>>> www.royseb.com >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> ------------------------------------------------------------------------------ >>>>>>> Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester >>>>>>> Wave(TM): Endpoint Security, Q1 2013 and "remains a good choice" in the >>>>>>> endpoint security space. For insight on selecting the right partner to >>>>>>> tackle endpoint security challenges, access the full report. >>>>>>> http://p.sf.net/sfu/symantec-dev2dev >>>>>>> >>>>>>> >>>>>>> >>>>>>> _______________________________________________ >>>>>>> Torcs-users mailing list >>>>>>> Tor...@li... >>>>>>> https://lists.sourceforge.net/lists/listinfo/torcs-users >>>>>> >>>>> >>>> >>> >>> >> > > > ------------------------------------------------------------------------------ > Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester > Wave(TM): Endpoint Security, Q1 2013 and "remains a good choice" in the > endpoint security space. For insight on selecting the right partner to > tackle endpoint security challenges, access the full report. > http://p.sf.net/sfu/symantec-dev2dev > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |
|
From: Sebastien R. <ro...@me...> - 2013-03-11 07:04:24
|
Hi Bernhard, Good news, the joystick work again with Torcs. What I did, remove mouse usb from computer delete js0, js1 reboot without mouse and with the joystick connected. joystick is now js0 reconfigure the player in Torcs work again! I'm so sorry to bug you and for my english. Thanks for your assistance. Best regards, Sébastien On 2013-03-10, at 12:06 PM, Bernhard Wymann <be...@bl...> wrote: > Hi > > When you move the joystick axis and TORCS "picks" the axis up, then it should actually work. If it does not detect it when moving in the configuration screen, then something must be messed up. > > Let me know it/how you solved the problem, if not let us know as well. > > Best regards > > Bernhard > > On 03/10/2013 04:54 PM, Sebastien Roy wrote: >> Hello, >> >> I've configure my player like this videos. >> >> The only thing that I've not modify is the steering dead zone. >> >> I'll try it later ... >> >> Thanks >> >> On 2013-03-10, at 11:48 AM, Bernhard Wymann <be...@bl...> wrote: >> >>> Hi >>> >>> Did you configure your player, if not, watch those videos: >>> http://youtu.be/euGXPoPlyMA >>> http://youtu.be/OHU0PFt1w6M >>> >>> Best regards >>> >>> Bernhard >>> >>> On 03/10/2013 04:25 PM, Sebastien Roy wrote: >>>> Hi, the joystick does not work in both of them ... >>>> >>>> Sebastien Roy >>>> -------------------- >>>> ro...@me... >>>> www.royseb.com >>>> >>>> On 2013-03-10, at 11:23 AM, Bernhard Wymann <be...@bl...> wrote: >>>> >>>>> Hi >>>>> >>>>> I do not really understand the question, does the joystick work in TORCS, but not in speeddreams? >>>>> >>>>> For speeddreams problems please ask in the speeddreams mailing list or forum. >>>>> >>>>> Best regards >>>>> >>>>> Bernhard >>>>> >>>>> On 03/10/2013 04:12 PM, Sebastien Roy wrote: >>>>>> Hi, >>>>>> >>>>>> I played several games in Torcs with this joysitck. >>>>>> Now, all the axes are not working only in Torcs and Speed-Dreams. >>>>>> >>>>>> I've test with jstest,jtest-gtk other games and all is ok. >>>>>> >>>>>> OS UbuntuStudio 12.04.1 >>>>>> >>>>>> Any ideas? >>>>>> >>>>>> Thanks >>>>>> >>>>>> >>>>>> Sebastien Roy >>>>>> -------------------------------- >>>>>> ro...@me... <mailto:ro...@me...> >>>>>> www.royseb.com >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> ------------------------------------------------------------------------------ >>>>>> Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester >>>>>> Wave(TM): Endpoint Security, Q1 2013 and "remains a good choice" in the >>>>>> endpoint security space. For insight on selecting the right partner to >>>>>> tackle endpoint security challenges, access the full report. >>>>>> http://p.sf.net/sfu/symantec-dev2dev >>>>>> >>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> Torcs-users mailing list >>>>>> Tor...@li... >>>>>> https://lists.sourceforge.net/lists/listinfo/torcs-users >>>>> >>>> >>> >> >> > |
|
From: Bernhard W. <be...@bl...> - 2013-03-10 16:06:12
|
Hi When you move the joystick axis and TORCS "picks" the axis up, then it should actually work. If it does not detect it when moving in the configuration screen, then something must be messed up. Let me know it/how you solved the problem, if not let us know as well. Best regards Bernhard On 03/10/2013 04:54 PM, Sebastien Roy wrote: > Hello, > > I've configure my player like this videos. > > The only thing that I've not modify is the steering dead zone. > > I'll try it later ... > > Thanks > > On 2013-03-10, at 11:48 AM, Bernhard Wymann <be...@bl...> wrote: > >> Hi >> >> Did you configure your player, if not, watch those videos: >> http://youtu.be/euGXPoPlyMA >> http://youtu.be/OHU0PFt1w6M >> >> Best regards >> >> Bernhard >> >> On 03/10/2013 04:25 PM, Sebastien Roy wrote: >>> Hi, the joystick does not work in both of them ... >>> >>> Sebastien Roy >>> -------------------- >>> ro...@me... >>> www.royseb.com >>> >>> On 2013-03-10, at 11:23 AM, Bernhard Wymann <be...@bl...> wrote: >>> >>>> Hi >>>> >>>> I do not really understand the question, does the joystick work in TORCS, but not in speeddreams? >>>> >>>> For speeddreams problems please ask in the speeddreams mailing list or forum. >>>> >>>> Best regards >>>> >>>> Bernhard >>>> >>>> On 03/10/2013 04:12 PM, Sebastien Roy wrote: >>>>> Hi, >>>>> >>>>> I played several games in Torcs with this joysitck. >>>>> Now, all the axes are not working only in Torcs and Speed-Dreams. >>>>> >>>>> I've test with jstest,jtest-gtk other games and all is ok. >>>>> >>>>> OS UbuntuStudio 12.04.1 >>>>> >>>>> Any ideas? >>>>> >>>>> Thanks >>>>> >>>>> >>>>> Sebastien Roy >>>>> -------------------------------- >>>>> ro...@me... <mailto:ro...@me...> >>>>> www.royseb.com >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> ------------------------------------------------------------------------------ >>>>> Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester >>>>> Wave(TM): Endpoint Security, Q1 2013 and "remains a good choice" in the >>>>> endpoint security space. For insight on selecting the right partner to >>>>> tackle endpoint security challenges, access the full report. >>>>> http://p.sf.net/sfu/symantec-dev2dev >>>>> >>>>> >>>>> >>>>> _______________________________________________ >>>>> Torcs-users mailing list >>>>> Tor...@li... >>>>> https://lists.sourceforge.net/lists/listinfo/torcs-users >>>> >>> >> > > |
|
From: Sebastien R. <ro...@me...> - 2013-03-10 15:54:42
|
Hello, I've configure my player like this videos. The only thing that I've not modify is the steering dead zone. I'll try it later ... Thanks On 2013-03-10, at 11:48 AM, Bernhard Wymann <be...@bl...> wrote: > Hi > > Did you configure your player, if not, watch those videos: > http://youtu.be/euGXPoPlyMA > http://youtu.be/OHU0PFt1w6M > > Best regards > > Bernhard > > On 03/10/2013 04:25 PM, Sebastien Roy wrote: >> Hi, the joystick does not work in both of them ... >> >> Sebastien Roy >> -------------------- >> ro...@me... >> www.royseb.com >> >> On 2013-03-10, at 11:23 AM, Bernhard Wymann <be...@bl...> wrote: >> >>> Hi >>> >>> I do not really understand the question, does the joystick work in TORCS, but not in speeddreams? >>> >>> For speeddreams problems please ask in the speeddreams mailing list or forum. >>> >>> Best regards >>> >>> Bernhard >>> >>> On 03/10/2013 04:12 PM, Sebastien Roy wrote: >>>> Hi, >>>> >>>> I played several games in Torcs with this joysitck. >>>> Now, all the axes are not working only in Torcs and Speed-Dreams. >>>> >>>> I've test with jstest,jtest-gtk other games and all is ok. >>>> >>>> OS UbuntuStudio 12.04.1 >>>> >>>> Any ideas? >>>> >>>> Thanks >>>> >>>> >>>> Sebastien Roy >>>> -------------------------------- >>>> ro...@me... <mailto:ro...@me...> >>>> www.royseb.com >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> ------------------------------------------------------------------------------ >>>> Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester >>>> Wave(TM): Endpoint Security, Q1 2013 and "remains a good choice" in the >>>> endpoint security space. For insight on selecting the right partner to >>>> tackle endpoint security challenges, access the full report. >>>> http://p.sf.net/sfu/symantec-dev2dev >>>> >>>> >>>> >>>> _______________________________________________ >>>> Torcs-users mailing list >>>> Tor...@li... >>>> https://lists.sourceforge.net/lists/listinfo/torcs-users >>> >> > |
|
From: Bernhard W. <be...@bl...> - 2013-03-10 15:48:42
|
Hi Did you configure your player, if not, watch those videos: http://youtu.be/euGXPoPlyMA http://youtu.be/OHU0PFt1w6M Best regards Bernhard On 03/10/2013 04:25 PM, Sebastien Roy wrote: > Hi, the joystick does not work in both of them ... > > Sebastien Roy > -------------------- > ro...@me... > www.royseb.com > > On 2013-03-10, at 11:23 AM, Bernhard Wymann <be...@bl...> wrote: > >> Hi >> >> I do not really understand the question, does the joystick work in TORCS, but not in speeddreams? >> >> For speeddreams problems please ask in the speeddreams mailing list or forum. >> >> Best regards >> >> Bernhard >> >> On 03/10/2013 04:12 PM, Sebastien Roy wrote: >>> Hi, >>> >>> I played several games in Torcs with this joysitck. >>> Now, all the axes are not working only in Torcs and Speed-Dreams. >>> >>> I've test with jstest,jtest-gtk other games and all is ok. >>> >>> OS UbuntuStudio 12.04.1 >>> >>> Any ideas? >>> >>> Thanks >>> >>> >>> Sebastien Roy >>> -------------------------------- >>> ro...@me... <mailto:ro...@me...> >>> www.royseb.com >>> >>> >>> >>> >>> >>> >>> >>> ------------------------------------------------------------------------------ >>> Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester >>> Wave(TM): Endpoint Security, Q1 2013 and "remains a good choice" in the >>> endpoint security space. For insight on selecting the right partner to >>> tackle endpoint security challenges, access the full report. >>> http://p.sf.net/sfu/symantec-dev2dev >>> >>> >>> >>> _______________________________________________ >>> Torcs-users mailing list >>> Tor...@li... >>> https://lists.sourceforge.net/lists/listinfo/torcs-users >> > |
|
From: Sebastien R. <ro...@me...> - 2013-03-10 15:25:14
|
Hi, the joystick does not work in both of them ... Sebastien Roy -------------------- ro...@me... www.royseb.com On 2013-03-10, at 11:23 AM, Bernhard Wymann <be...@bl...> wrote: > Hi > > I do not really understand the question, does the joystick work in TORCS, but not in speeddreams? > > For speeddreams problems please ask in the speeddreams mailing list or forum. > > Best regards > > Bernhard > > On 03/10/2013 04:12 PM, Sebastien Roy wrote: >> Hi, >> >> I played several games in Torcs with this joysitck. >> Now, all the axes are not working only in Torcs and Speed-Dreams. >> >> I've test with jstest,jtest-gtk other games and all is ok. >> >> OS UbuntuStudio 12.04.1 >> >> Any ideas? >> >> Thanks >> >> >> Sebastien Roy >> -------------------------------- >> ro...@me... <mailto:ro...@me...> >> www.royseb.com >> >> >> >> >> >> >> >> ------------------------------------------------------------------------------ >> Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester >> Wave(TM): Endpoint Security, Q1 2013 and "remains a good choice" in the >> endpoint security space. For insight on selecting the right partner to >> tackle endpoint security challenges, access the full report. >> http://p.sf.net/sfu/symantec-dev2dev >> >> >> >> _______________________________________________ >> Torcs-users mailing list >> Tor...@li... >> https://lists.sourceforge.net/lists/listinfo/torcs-users > |
|
From: Bernhard W. <be...@bl...> - 2013-03-10 15:23:46
|
Hi I do not really understand the question, does the joystick work in TORCS, but not in speeddreams? For speeddreams problems please ask in the speeddreams mailing list or forum. Best regards Bernhard On 03/10/2013 04:12 PM, Sebastien Roy wrote: > Hi, > > I played several games in Torcs with this joysitck. > Now, all the axes are not working only in Torcs and Speed-Dreams. > > I've test with jstest,jtest-gtk other games and all is ok. > > OS UbuntuStudio 12.04.1 > > Any ideas? > > Thanks > > > Sebastien Roy > -------------------------------- > ro...@me... <mailto:ro...@me...> > www.royseb.com > > > > > > > > ------------------------------------------------------------------------------ > Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester > Wave(TM): Endpoint Security, Q1 2013 and "remains a good choice" in the > endpoint security space. For insight on selecting the right partner to > tackle endpoint security challenges, access the full report. > http://p.sf.net/sfu/symantec-dev2dev > > > > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |
|
From: Sebastien R. <ro...@me...> - 2013-03-10 15:12:38
|
Hi, I played several games in Torcs with this joysitck. Now, all the axes are not working only in Torcs and Speed-Dreams. I've test with jstest,jtest-gtk other games and all is ok. OS UbuntuStudio 12.04.1 Any ideas? Thanks Sebastien Roy -------------------------------- ro...@me... www.royseb.com |
|
From: Bernhard W. <be...@bl...> - 2013-03-08 17:07:50
|
Hi Alan Do you sample these values in every simulation timestep (500Hz) or from the robot (50Hz), what are the conditions for the experiment (track, speed, cars, ...). What about averaging to get a better signal (e.g. cosider it as noise)? Is all output from the same wheel (just asking)? For me these values "make sense", you can think of a gear wheel, which bounces within its play. I am aware that the force calculation around speed=0 is a mess there, but I did not find so far the time to improve it, e.g. I want to get rid of "if v < 0.000001" etc. The trick will be to add the result of another function around zero, this function will need to fulfill these requirements: - I must be plausible - It must fade out completely for the ranges where the current model is correct - Ideally there would be no "if" decisions to do anymore. Best regards Bernhard On 02/27/2013 01:50 PM, Alan Ali wrote: > Hi All, > > I am trying to control the vehicles, my control law needs to know > vehicle acceleration "DynGCg.acc". > watching this acceleration show that it change very quickly in > unlogical way (we don't see all this changes as the speed is the > accumulation (filteration) of the acceleration and we will see filtred > response...) > > trying to konw the source of the problem : > i found that the problem is from the forces applied on the wheels > computed in (void SimWheelUpdateForce(tCar *car, int index)) function > where the forces change very rapidly in unlogical way > as un exempl: > taking Car->ctrl.accelCmd = 0.1; > i get the following forces acting on the wheels: > > > > you can see that the longitudial force changes very rapidly (eg. from Ft > =-6360 to 7843) which is not logiacl > > Searching more and more to know the problem i have found that it is > caused as a result of high changes of sx = (vt - wrl) / fabs(vt); > which is it its turn change as a result of high changes of wrl = > wheel->spinVel * wheel->radius; > so it is very clear that the problem is from high changes of > "wheel->spinVel" but i couldn't know much more ... > can any one help me to know why it change rapidly and how to reduce this > changes as it is not logical. > > thanks for all. > > > > ------------------------------------------------------------------------------ > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn_d2d_feb > > > > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |
|
From: Bernhard W. <be...@bl...> - 2013-03-08 16:30:18
|
Hi Frédéric
No, there is not key for that:-) Just to try, could you delete the
contents of the ${HOME}/.torcs directory (or just rename it to play
save). It could be that there are lurking old cars setups for the human
player around.
Anyway, can you tell me what to do to reproduce it, I have not seen this
since years. Some old car setups were such that this could happen, do
you use abandoned cars from older TORCS releases?
If that is the case, reduce the fast bump/rebound values it the car
setup xml, e.g. use values around 1/10 of the slow values.
Let me know about your findings.
Best regards
Bernhard
On 03/06/2013 08:51 PM, Frédéric Bron wrote:
> Hi,
>
> Quite often, I have an issue with my car starting to fly. The car
> never gets back to earth and when I play multiplayers, I can only see
> the other continue the race without me.
> I play torcs 1.3.3 on fedora 18. The problem is not related to a
> particular car or track.
> Is there a key to get back to earth and continue the race?
>
> Thanks,
>
> Frédéric
>
> ------------------------------------------------------------------------------
> Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester
> Wave(TM): Endpoint Security, Q1 2013 and "remains a good choice" in the
> endpoint security space. For insight on selecting the right partner to
> tackle endpoint security challenges, access the full report.
> http://p.sf.net/sfu/symantec-dev2dev
> _______________________________________________
> Torcs-users mailing list
> Tor...@li...
> https://lists.sourceforge.net/lists/listinfo/torcs-users
>
|
|
From: Frédéric B. <fre...@m4...> - 2013-03-06 20:18:43
|
Hi, Quite often, I have an issue with my car starting to fly. The car never gets back to earth and when I play multiplayers, I can only see the other continue the race without me. I play torcs 1.3.3 on fedora 18. The problem is not related to a particular car or track. Is there a key to get back to earth and continue the race? Thanks, Frédéric |