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From: David S. <dsa...@te...> - 2016-02-26 20:00:18
|
OK, This patch goes beyond traction; it includes 2 bug fixes from Speed Dreams. Yes, two serious physics impacting bugs. Now you can get twice the realism by driving to the track in one car, and racing at the track in another. ----- David Savinkoff wrote: > Hi, > This patch implements rolling resistance correctly along > with some small changes. (wheel.cpp car.cpp) > > Massive improvement. The TORCS simuv2 reference > measure 'is' about to show all car sims 'how it is done'. > > ----- David Savinkoff wrote: > > Hi, > > > > Yet another small improvement. Note that if some of these > > improvements appear odd, they are indicating problems > > hidden elsewhere. > > > > ----- David Savinkoff wrote: > > > Hi, > > > This patch will probably be the last I make for > > > wheel.cpp because I've meticulously examined and > > > tested the code here repeatedly with results that have > > > converged to perfection. > > > > > > Please apply this patch. > > > > > > ----- David Savinkoff wrote: > > > > This patch removes legacy duct tape which was used as a > > > > work-around for a previously nonexistent friction circle. > > > > > > > > There is another piece of duct tape which impedes the car > > > > from accelerating forward while allowing unimpeded sideways > > > > acceleration when drifting. I'll remove that when I find it. > > > > > > > This problem seems to be diminished as TORCS is made more > > > correct. > > > > > > > > Note that RELAXATION2 is a low-pass Infinite Impulse Response > > > > filter of the form: f(s) = (1/as) / (b+1/as) where s is in the s-domain, > > > > 'a' is a spring-constant, and 'b' is a friction constant > > > > mechanically acting on the rotation of the wheel. This will > > > > certainly affect the physics of TORCS. > > > > > > > > ----- David Savinkoff wrote: > > > > > Hi Everybody, > > > > > > > > > > This patch makes TORCS the best simulator wherever > > > > > 'The Rubber meets the Road' is concerned. Try it. > > > > > > > > > > ----- David Savinkoff wrote: > > > > > > ----- David Savinkoff wrote: > > > > > > > Hi, > > > > > > > > > > > > > > In my last patch I had the following code: > > > > > > > slip_magnitude = 0.3f + sqrt( MAX(MAX((vn*vn + vt*vt) > > > > > > > > > > > > > > Where (v2) should be equal to (vn*vn + vt*vt) but is not, > > > > > > > because of lack of precision of the float data type. > > > > > > > > > > > > > > Here I use (v2) for velocity squared because the car drives > > > > > > > noticeably better, and (v2) is obviously more accurate. > > > > > > > > > > > > > > slip_magnitude = 0.3f + sqrt( MAX(MAX((v2) > > > > > > > > > > > > > > BTW is there somewhere I can find recent TORCS source code > > > > > > > changes so that I can test and experiment? > > > > > > > > > > > > > > Sincerely, > > > > > > > David Savinkoff > > > > > > > > > > > > Hi, > > > > > > > > > > > > Here is another patch for floating point improvements. > > > > > > > > > > > > I used sqrtf() where it seemed to make a speed improvement > > > > > > on my slow computer. > > > > > > > > > > > > I used (double) to get more accuracy for CosA and SinA > > > > > > > > > > > > It is obvious that (float) is not sufficient in some > > > > > > circumstances, and that (double) is slower in others. > > > > > > > > > > > > I hope these improvements in wheel.cpp help with making > > > > > > other problems more characterizable. > > > > > > > > > > > > Sincerely, > > > > > > David Savinkoff > > > > > > > > > > > > ps. > > > > > > > > > > > > Speed Dreams should incorporate this patch too. > > > > > > Note that this patch will give you deja vu a few times > > > > > > per lap. > > > > > > > > > > > > > > > |
|
From: David S. <dsa...@te...> - 2016-02-23 23:39:59
|
----- Faisal Lalani wrote: > Hello, > > On "make install"ing TORCS I get the following problem: > > > g++ -I/usr/src/torcs/torcs-1.2.4/export/include > -I/usr/src/torcs/torcs-1.2.4 -g -O2 -Wall -fPIC -O2 -DUSE_RANDR_EXT > -DGL_GLEXT_PROTOTYPES -Wall -fPIC -O2 -DUSE_RANDR_EXT -DGL_GLEXT_PROTOTYPES > -D_SVID_SOURCE -D_BSD_SOURCE -DSHM -DHAVE_CONFIG_H -c berniw.cpp > In file included from berniw.cpp:21:0: > berniw.h:27:17: fatal error: tgf.h: No such file or directory > #include <tgf.h> > ^ > compilation terminated. > make[3]: *** [berniw.o] Error 1 > make[3]: Leaving directory `/usr/src/torcs/torcs-1.2.4/src/drivers/berniw' > make[2]: *** [installdirs] Error 1 > make[2]: Leaving directory `/usr/src/torcs/torcs-1.2.4/src/drivers' > make[1]: *** [installdirs] Error 1 > make[1]: Leaving directory `/usr/src/torcs/torcs-1.2.4/src' > make: *** [installdirs] Error 1 > > > How can I fix this/find the tgf.h file? you probably are missing a tarball > > -- > Have a semi-lovely day. > - Faisal M. Lalani TORCS 1.2.4 requires that you extract several tarballs into correct directories before attempting compiling. (I have never compiled TORCS 1.2.4) And maybe you will need to: aclocal autoconf autoheader automake --add-missing Before you can: ./configure --prefix=/home/**USER NAME HERE/local --x-libraries=/usr/lib/ CXXFLAGS="-march=native -mtune=native -O3 -pipe" LDFLAGS="-Wl,--no-add-needed,--strip-all" And then: make && make install && make datainstall **** I suggest TORCS 1.3.6 because I know it compiles and runs. **** |
|
From: Faisal L. <fai...@gm...> - 2016-02-23 04:10:48
|
Hello,
On "make install"ing TORCS I get the following problem:
g++ -I/usr/src/torcs/torcs-1.2.4/export/include
-I/usr/src/torcs/torcs-1.2.4 -g -O2 -Wall -fPIC -O2 -DUSE_RANDR_EXT
-DGL_GLEXT_PROTOTYPES -Wall -fPIC -O2 -DUSE_RANDR_EXT -DGL_GLEXT_PROTOTYPES
-D_SVID_SOURCE -D_BSD_SOURCE -DSHM -DHAVE_CONFIG_H -c berniw.cpp
In file included from berniw.cpp:21:0:
berniw.h:27:17: fatal error: tgf.h: No such file or directory
#include <tgf.h>
^
compilation terminated.
make[3]: *** [berniw.o] Error 1
make[3]: Leaving directory `/usr/src/torcs/torcs-1.2.4/src/drivers/berniw'
make[2]: *** [installdirs] Error 1
make[2]: Leaving directory `/usr/src/torcs/torcs-1.2.4/src/drivers'
make[1]: *** [installdirs] Error 1
make[1]: Leaving directory `/usr/src/torcs/torcs-1.2.4/src'
make: *** [installdirs] Error 1
How can I fix this/find the tgf.h file?
--
Have a semi-lovely day.
- Faisal M. Lalani
|
|
From: David S. <dsa...@te...> - 2016-02-23 03:15:32
|
Hi, This patch implements rolling resistance correctly along with some small changes. (wheel.cpp car.cpp) Massive improvement. The TORCS simuv2 reference measure 'is' about to show all car sims 'how it is done'. ----- David Savinkoff wrote: > Hi, > > Yet another small improvement. Note that if some of these > improvements appear odd, they are indicating problems > hidden elsewhere. > > ----- David Savinkoff wrote: > > Hi, > > This patch will probably be the last I make for > > wheel.cpp because I've meticulously examined and > > tested the code here repeatedly with results that have > > converged to perfection. > > > > Please apply this patch. > > > > ----- David Savinkoff wrote: > > > This patch removes legacy duct tape which was used as a > > > work-around for a previously nonexistent friction circle. > > > > > > There is another piece of duct tape which impedes the car > > > from accelerating forward while allowing unimpeded sideways > > > acceleration when drifting. I'll remove that when I find it. > > > > > This problem seems to be diminished as TORCS is made more > > correct. > > > > > > Note that RELAXATION2 is a low-pass Infinite Impulse Response > > > filter of the form: f(s) = (1/as) / (b+1/as) where s is in the s-domain, > > > 'a' is a spring-constant, and 'b' is a friction constant > > > mechanically acting on the rotation of the wheel. This will > > > certainly affect the physics of TORCS. > > > > > > ----- David Savinkoff wrote: > > > > Hi Everybody, > > > > > > > > This patch makes TORCS the best simulator wherever > > > > 'The Rubber meets the Road' is concerned. Try it. > > > > > > > > ----- David Savinkoff wrote: > > > > > ----- David Savinkoff wrote: > > > > > > Hi, > > > > > > > > > > > > In my last patch I had the following code: > > > > > > slip_magnitude = 0.3f + sqrt( MAX(MAX((vn*vn + vt*vt) > > > > > > > > > > > > Where (v2) should be equal to (vn*vn + vt*vt) but is not, > > > > > > because of lack of precision of the float data type. > > > > > > > > > > > > Here I use (v2) for velocity squared because the car drives > > > > > > noticeably better, and (v2) is obviously more accurate. > > > > > > > > > > > > slip_magnitude = 0.3f + sqrt( MAX(MAX((v2) > > > > > > > > > > > > BTW is there somewhere I can find recent TORCS source code > > > > > > changes so that I can test and experiment? > > > > > > > > > > > > Sincerely, > > > > > > David Savinkoff > > > > > > > > > > Hi, > > > > > > > > > > Here is another patch for floating point improvements. > > > > > > > > > > I used sqrtf() where it seemed to make a speed improvement > > > > > on my slow computer. > > > > > > > > > > I used (double) to get more accuracy for CosA and SinA > > > > > > > > > > It is obvious that (float) is not sufficient in some > > > > > circumstances, and that (double) is slower in others. > > > > > > > > > > I hope these improvements in wheel.cpp help with making > > > > > other problems more characterizable. > > > > > > > > > > Sincerely, > > > > > David Savinkoff > > > > > > > > > > ps. > > > > > > > > > > Speed Dreams should incorporate this patch too. > > > > > Note that this patch will give you deja vu a few times > > > > > per lap. > > > > > > > > > > |
|
From: Dino D. <din...@gm...> - 2016-02-11 11:40:40
|
Hi, I would like to add one more functionality to torcs game. The function is to display some continuous data on the screen while driving. Could anyone please guide me how to accomplish that? Thanks in advance, Kind Regards, Dino David |
|
From: David S. <dsa...@te...> - 2016-02-11 00:34:08
|
Hi, Yet another small improvement. Note that if some of these improvements appear odd, they are indicating problems hidden elsewhere. ----- David Savinkoff wrote: > Hi, > This patch will probably be the last I make for > wheel.cpp because I've meticulously examined and > tested the code here repeatedly with results that have > converged to perfection. > > Please apply this patch. > > ----- David Savinkoff wrote: > > This patch removes legacy duct tape which was used as a > > work-around for a previously nonexistent friction circle. > > > > There is another piece of duct tape which impedes the car > > from accelerating forward while allowing unimpeded sideways > > acceleration when drifting. I'll remove that when I find it. > > > This problem seems to be diminished as TORCS is made more > correct. > > > > Note that RELAXATION2 is a low-pass Infinite Impulse Response > > filter of the form: f(s) = (1/as) / (b+1/as) where s is in the s-domain, > > 'a' is a spring-constant, and 'b' is a friction constant > > mechanically acting on the rotation of the wheel. This will > > certainly affect the physics of TORCS. > > > > ----- David Savinkoff wrote: > > > Hi Everybody, > > > > > > This patch makes TORCS the best simulator wherever > > > 'The Rubber meets the Road' is concerned. Try it. > > > > > > ----- David Savinkoff wrote: > > > > ----- David Savinkoff wrote: > > > > > Hi, > > > > > > > > > > In my last patch I had the following code: > > > > > slip_magnitude = 0.3f + sqrt( MAX(MAX((vn*vn + vt*vt) > > > > > > > > > > Where (v2) should be equal to (vn*vn + vt*vt) but is not, > > > > > because of lack of precision of the float data type. > > > > > > > > > > Here I use (v2) for velocity squared because the car drives > > > > > noticeably better, and (v2) is obviously more accurate. > > > > > > > > > > slip_magnitude = 0.3f + sqrt( MAX(MAX((v2) > > > > > > > > > > BTW is there somewhere I can find recent TORCS source code > > > > > changes so that I can test and experiment? > > > > > > > > > > Sincerely, > > > > > David Savinkoff > > > > > > > > Hi, > > > > > > > > Here is another patch for floating point improvements. > > > > > > > > I used sqrtf() where it seemed to make a speed improvement > > > > on my slow computer. > > > > > > > > I used (double) to get more accuracy for CosA and SinA > > > > > > > > It is obvious that (float) is not sufficient in some > > > > circumstances, and that (double) is slower in others. > > > > > > > > I hope these improvements in wheel.cpp help with making > > > > other problems more characterizable. > > > > > > > > Sincerely, > > > > David Savinkoff > > > > > > > > ps. > > > > > > > > Speed Dreams should incorporate this patch too. > > > > Note that this patch will give you deja vu a few times > > > > per lap. > > > > > > |
|
From: Luis G. H. R. <lui...@gm...> - 2016-02-09 16:49:22
|
Hi everybody ! I have been playing with torcs and it´s amazing ! thank you so much for your work ! I have a doubt, I want to export the car data ( as acceleration , brake , steer movement) when I´m using the human player, ( drive myself) but i havent found information about how make it. Do you know how I can make it ? I really apreciate any colaboration !!! Regards !!! *Luis Guillermo Hernández Rojas* |
|
From: David S. <dsa...@te...> - 2016-02-06 22:33:54
|
----- David Kalyn wrote: > Hello, > > Am a new user of Linux and recently installed Linux Mint Cinnamon 17.2 > 64-bit. > I know nothing of programing or writing code or Terminal computer > language. > I am a simple computer user trying to escape Windows. > > Installed Torcs 1.3.3 from the Linux Package Manager games list. > Torcs seemed to install ok, graphics fine and seems everything worked > except for the Logitech F310 gamepad which i'd like to use instead of > the keyboard. > The joystick axis 0-0 would not work - only the four buttons on the > right side of the gamepad seem mappable. Use the Mouse, it is better than a joystick. > Have tried numerous times to re-install Torcs but no luck in getting > the gamepad to work properly. Finally gave up and removed Torcs > completely. > > Next i tried to download and install Torcs 1.3.6 Tar.bz2 program from > the web site directly. > Managed to unzip and extract game folder OK and attempted to follow > the instructions as per web site to install Torcs. > That is to say, typed into the Terminal: cd torcs-1.3.6 but got a > message saying that the file didn't exist. Tried putting the extracted > folder into the usr/local/bin position, still no luck. > Had a look inside the extracted Torcs folder and noticed all sorts of > things for Windows32 and developer stuff, none of which i want or > need. I simply want to try playing the racing game. > > Sooo, the big question: > Is there a basic Torcs version without all the programmer and Windows > stuff for Linux Mint Cinnamon 17.2 that will actual work and is simple > to install - basic, easy to follow, step-by-step instructions? > > Have tried to read and follow numerous help documents but get lost and > confused with all the code talk. Many articles also do not recommend > installing programs from "tar balls" into Linux. > I'm an old retired geezer and just can't understand all the computer > programming lingo. My apologies for being old and stupid. > > Regards, > Kalyn > ****** To compile TORCS in Linux home directory for experimenting ***** 1) Install C/C++ development software (some hints here): https://help.ubuntu.com/community/InstallingCompilers Use this command in a GUI Terminal window: sudo apt-get install build-essential (or find a GUI method for installing 'build-essential' ) Note: I don't use Ubuntu or derivatives so I can't be specific. 2) Create a directory called TORCS somewhere (home directory is good). Put: torcs-1.3.6.tar.bz2 and this enclosed patch for better traction physics: wheel.cpp.2016jan14.diff in this directory 3) Extract torcs-1.3.6.tar.bz2 in this directory... if you highlight torcs-1.3.6.tar.bz2 with your mouse, you may (I'm not Ubuntu sure) be able to extract it. Otherwise do the following in the terminal window opened in the appropriate directory: tar -xjf torcs-1.3.6.tar.bz2 Then press enter to execute the command. To get the benefit of the patch do: patch -p0 < wheel.cpp.2016jan14.diff 4) If you are using the terminal (please use), type cd torcs-1.3.6 to enter the torcs tarball directory you extracted. 5) Type the following (note **USER NAME HERE): ./configure --prefix="/home/**USER NAME HERE/opt/torcs" --x-libraries=/usr/lib/ CXXFLAGS="-march=native -mtune=native -O3 -pipe" LDFLAGS="-Wl,--no-add-needed,--strip-all" 6) Type the following: make && make install && make datainstall 7) Go to this directory to execute TORCS: /home/**USER NAME HERE/opt/torcs/bin/torcs 8) Set steer sensitivity: 0.55 Calibrate mouse (mouse is better than joystick) Play ***** The TORCS directory is not needed after TORCS is compiled, you may delete some, none or all of it, OR you may experiment. ***** The hidden .torcs directory in your home directory contains your TORCS settings and preferences. Delete this if you want to reset your preferences ***** opt/torcs (in your home directory) contains the /torcs directory with enclosed executables. Delete this to uninstall TORCS ***** |
|
From: David K. <dk...@hu...> - 2016-02-05 22:22:02
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Hello, Am a new user of Linux and recently installed Linux Mint Cinnamon 17.2 64-bit. I know nothing of programing or writing code or Terminal computer language. I am a simple computer user trying to escape Windows. Installed Torcs 1.3.3 from the Linux Package Manager games list. Torcs seemed to install ok, graphics fine and seems everything worked except for the Logitech F310 gamepad which i'd like to use instead of the keyboard. The joystick axis 0-0 would not work - only the four buttons on the right side of the gamepad seem mappable. Have tried numerous times to re-install Torcs but no luck in getting the gamepad to work properly. Finally gave up and removed Torcs completely. Next i tried to download and install Torcs 1.3.6 Tar.bz2 program from the web site directly. Managed to unzip and extract game folder OK and attempted to follow the instructions as per web site to install Torcs. That is to say, typed into the Terminal: cd torcs-1.3.6 but got a message saying that the file didn't exist. Tried putting the extracted folder into the usr/local/bin position, still no luck. Had a look inside the extracted Torcs folder and noticed all sorts of things for Windows32 and developer stuff, none of which i want or need. I simply want to try playing the racing game. Sooo, the big question: Is there a basic Torcs version without all the programmer and Windows stuff for Linux Mint Cinnamon 17.2 that will actual work and is simple to install - basic, easy to follow, step-by-step instructions? Have tried to read and follow numerous help documents but get lost and confused with all the code talk. Many articles also do not recommend installing programs from "tar balls" into Linux. I'm an old retired geezer and just can't understand all the computer programming lingo. My apologies for being old and stupid. Regards, Kalyn |