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From: Christos D. <dim...@id...> - 2006-06-18 09:33:11
|
A minor update of simuv3 is on CVS, with the new limited slip differential code. I renamed the old code option to DIFF_LOCKING, since it was essentially that. Of course, the new LSD is not the only LSD possible. It has an interestingly different behaviour from the viscous coupler and the locking though, in that it behaves rather more like a free differential under low loads. I've tested it quite a bit and it feels quite smooth. -- Christos Dimitrakakis Homepage: http://www.idiap.ch/~dimitrak/main.html Music: http://olethros.dmusic.com |
|
From: <wi...@pi...> - 2006-06-18 09:02:21
|
On Sun, 18 Jun 2006 02:39:48 +0200, Charalampos Alexopoulos = <ba...@re...> wrote: > Hi > I modify the source in order to make a more advanced cockpit design fr= om > the xml file of the car.The modified sources are compatible with the > existing xml file while you can make more complex cockpits like the on= e = > in > the attached image.If you think that is interesting i will be happy t= o > submit the code. > Regards > Charalampos Alexopoulos > did you forget the image?! sounds interesting anyway. pls submit the code , that way anyone interested can check it out and it= = will be there for future ref. You dont need to wait for an official invitation ;) I dont know what the policy is on this list but if it's not too complex = = include the text in the post since it seems the mail archive interface = does not handle attactments. attachments will just get to those currently on the list but not be = visible on the archive. look forward to seeing what you've done. |
|
From: Charalampos A. <ba...@re...> - 2006-06-18 00:42:05
|
oops!! i forgot to attach the image > Hi > I modify the source in order to make a more advanced cockpit design > from > the xml file of the car.The modified sources are compatible with the > existing xml file while you can make more complex cockpits like the one > in > the attached image.If you think that is interesting i will be happy to > submit the code. > Regards > Charalampos Alexopoulos |
|
From: Charalampos A. <ba...@re...> - 2006-06-18 00:38:45
|
Hi I modify the source in order to make a more advanced cockpit design from the xml file of the car.The modified sources are compatible with the existing xml file while you can make more complex cockpits like the one in the attached image.If you think that is interesting i will be happy to submit the code. Regards Charalampos Alexopoulos |
|
From: <wi...@pi...> - 2006-06-09 11:29:53
|
Hi, one trivial thing that bugs me each time I run torcs is the exit confirmation. My enjoyment of torcs is always marred by this annoyance on quitting the program. I really hate these windozian " are you really , really sure ?" prompts at every turn. If I choose quit , it's because I want to quit not because I want to continue to run the game. Why assume the opposite? If I am about to quit a word processor without saving my work, fine, I'd like to be warned. That is not the case here. This is made worse by the fact that the default choice is to cancel the quit and stay in torcs. This means several manipulations are needed just to get out. So ultimately I would like to suggest that the quit confirmation dlg is redundant and that it be removed. That would be nice. Failing that I propose a simple patch that makes "Yes, let's quit" the default so all we need to do it hit <Enter> to confirm. <Esc><Esc><Enter> and we're gone. Phew! I hope this meets with general satisfaction and applause ;) Index: torcs/src/libs/client/exitmenu.cpp =================================================================== RCS file: /cvsroot/torcs/torcs/torcs/src/libs/client/exitmenu.cpp,v retrieving revision 1.3 diff -r1.3 exitmenu.cpp 65,70d64 < "No, Back to Game", < "Return to TORCS", < mainMenu, < GfuiScreenActivate); < < GfuiMenuButtonCreate(exitmenuHandle, 74a69,75 > GfuiMenuButtonCreate(exitmenuHandle, > "No, Back to Game", > "Return to TORCS", > mainMenu, > GfuiScreenActivate); > 75a77 > |
|
From: Mart K. <ma...@ke...> - 2006-06-07 15:27:14
|
Hi Wino (and others), On Wednesday 7 June 2006 10:19, wi...@pi... wrote: > On Tue, 06 Jun 2006 19:00:29 +0200, Mart Kelder <ma...@ke...> wrote: > > Because not all robots have included these features, I added a attribute > > to > > the robot xml-file which lists the implemented features. At race start, > > the > > intersect between those features are taken, so only the features all cars > > have are used (this means no safetycar if there is one car that isn't > > aware > > of it). > > nice idea , you might want to add some means of checking which car is > blocking any particular feature. It could be a drag trawling all the xml > files by hand to find out why one of these feature is no working. At the moment it is quite simple: the bt's have most of the features, other robots haven't got any feature. The features of the player depends on the skill level. Because it isn't that difficult to add such a list in the configuration screen where also the race distance can be configured, I added a list in that screen. Note that that screen isn't always displayed. I uploaded the slightly altered version. Regards, Mart |
|
From: Christos D. <dim...@id...> - 2006-06-07 11:49:53
|
After a fair amount of research, I have discovered that there are many types of LSDs. I have discovered the following: 1) Near the limit of travelling at constant speed, they function as open differentials. 2) More torque is transferred to the slower moving wheel when positive drive train torque is applied. 3) When negative drive train torque is applied, behaviour differs between each type. 4) Near the limit of large rotational differences between wheels and high drive train torque there is usually a 'maximum torque bias'. 5) Performance vehicles use differentials which smoothly move from open to semi-locked. I have made a model which the above properties. It uses: 1) The 'maximum slip bias' parameter to determine maximum torque bias to apply when the wheels are at maximum slip. 2) The 'locking input torque' parameter specifies the amount of input torque required to apply maximum bias (This is done smoothly). When this is very small, the differential will lock for very small slip values unless the drive torque is exactly zero (i.e. when coasting). The following code exemplifies. It is an extension of the open differential. When the pressure goes to 100%, the torque is distributed to the wheels through a static friction model. When either DrTq or the slippage is near zero, the differential acts in an open manner. float spiderTq = inTq1 - inTq0; float rate = fabs(DrTq/differential->lockInputTq); float pressure = tanh(rate*(spinVel1-spinVel0); float bias = differential->dSlipMax * 0.5f* pressure; float open = 1.0f - fabs(pressure) DrTq0 = DrTq*(0.5f+bias) + spiderTq*open; DrTq1 = DrTq*(0.5f-bias) - spiderTq*open; The easiest way to tune this differential is to set dSlipMax to near 0 for more 'open' performance and to near 1 for more 'locked' performance. (Note that this is never fully locked). I found that values in the range 0.5-0.8 work well and that the cars are substantially easier to drive than in the previous on-off locking model. -- Christos Dimitrakakis Homepage: http://www.idiap.ch/~dimitrak/main.html Music: http://olethros.dmusic.com |
|
From: <wi...@pi...> - 2006-06-07 08:19:38
|
On Tue, 06 Jun 2006 19:00:29 +0200, Mart Kelder <ma...@ke...> wrote: > > Because not all robots have included these features, I added a attribute > to > the robot xml-file which lists the implemented features. At race start, > the > intersect between those features are taken, so only the features all cars > have are used (this means no safetycar if there is one car that isn't > aware > of it). nice idea , you might want to add some means of checking which car is blocking any particular feature. It could be a drag trawling all the xml files by hand to find out why one of these feature is no working. regards |
|
From: Mart K. <ma...@ke...> - 2006-06-06 17:00:52
|
Hi all, A couple of months ago I wrote this mailings list about blue flags which I implemented. It didn't fit in the coming release schedule, so the things in the mail obviously won't fit either. But I hope this (or a part of it) will be usefull some time. Also, I think it is in the idea for open source to share the source code, so I uploaded my changes to a website. As earlier, blue flags are included. Currently, I disabled penalties for not letting an opponent overtake. There are also yellow and green flags. If an accident occurs, these flags will be enabled. Overtaking is forbidden; if an opponent does overtake, a Stop-and-go penalty will follow. If there are (depending on track type) many accidents, the safetycar will be send out. The safetycar is just a very slow bt-robot, which likes pitting in the last pit post. If a safetycar is send out, all over the tracks are yellow flags enabled, so nobody can overtake (with few exceptions, of course). There also are white flags for cars driving slowly. It is just a warning for other drivers that a car is driving 20 m/s slower then the average speed in that segment. As I can't make people waving flags, I hang lights every 200 meter above the tracks. There are also lights at the pit exit. Those lights will warn a driver that there are other cars near the pit exit. The pit exit will be closed if the safetycar drives nearby the pit lane. Leaving the pits at that point will disqualify a car. Because not all robots have included these features, I added a attribute to the robot xml-file which lists the implemented features. At race start, the intersect between those features are taken, so only the features all cars have are used (this means no safetycar if there is one car that isn't aware of it). Last but not least, I added timed sessions (including races, practice and qualification). This includes multi-car qualification sessions. Because the files are quite big, I uploaded them to a website. The files can be found at http://home.kpnplanet.nl/~k....@kp.../mart/torcs.html Regards, Mart |
|
From: Christos D. <dim...@id...> - 2006-06-06 15:13:04
|
More on the differential. The Viscous Coupler seems to be just fine and to correspond to the 'limited slip viscous coupling' differential. However I am uncertain as to what type of physical differential the 'limited slip' differential in TORCS is supposed to be. If anyone has any info on that, I'd check it up later to make sure the simu implementation corresponds to the actual physical device. Cheers, Christos -- Christos Dimitrakakis Homepage: http://www.idiap.ch/~dimitrak/main.html Music: http://olethros.dmusic.com |
|
From: <wi...@pi...> - 2006-06-06 14:57:17
|
On Tue, 06 Jun 2006 16:04:10 +0200, Christos Dimitrakakis <dim...@id...> wrote: > > Strictly speaking, there dead zone is not 0 anywhere (at least on the > side of TORCS) well I can produce 19000 on jstest and not get a twitch out of torcs so maybe the extreme exponent was resulting in <1.0 from 19000. That makes some sense now I know it's x^n. > - changing the 'dead zone' value should make no > difference with the wheel. Thanks, I noted that in your last post. If you set the sensitivity to 1 you should > see a linear response. I usually set it between 0.5 and 0.8. Thanks for the tip, maybe something in the faq would be nice since this bahaviour is not at all what one would guess without knowing the code. There's a natural assumption that it would be some scaling factor. A value >1 renders it somewhat unstable in the sense that you can no longer go straight ahead. The range of values you suggest would be a real help. > > Note also that some joysticks have a 'hardware' dead zone which you can > change with joystick utilities such as jscalibrator. I'll try to look into that although last time I would not compile on my 2.6.17 rc kernel. Indeed the hardware deadzone of +/- 5 degrees means the joystick is not well suited to torcs. I get on better with the mouse. Last note the label should be "steering sensitivity" : sensible in German and French does not map directly to sensible in English. It will either get a laugh or a puzzled look from most native english speakers. Thanks for your help. |
|
From: Christos D. <dim...@id...> - 2006-06-06 14:43:09
|
I was just looking at the code for the limited slip differential.
Why? Because I tried different values for "max slip bias", but it seemed
to have no affect at all, while it should.
The code goes like this:
case DIFF_LIMITED_SLIP:
// When the drive torque exceeds the lockInputTq, then we just update it
// as a spool differential! Why? I think this is a mistake.
if (DrTq > differential->lockInputTq) {
updateSpool(car, differential, first);
return;
}
spdRatioMax = differential->dSlipMax - DrTq *
differential->dSlipMax / differential->lockInputTq;
// Try to equalise velocities velocities..
if (spdRatio > spdRatioMax) {
deltaSpd = (spdRatio - spdRatioMax) *
fabs(spinVel0 + spinVel1) / 2.0;
if (spinVel0 > spinVel1) {
spinVel0 -= deltaSpd;
spinVel1 += deltaSpd;
} else {
spinVel0 += deltaSpd;
spinVel1 -= deltaSpd;
}
}
// Why the if clause? Why should the bias change sign depending on which
// wheel is faster? I thought the bias was permanent... and I'd write
// DrTq1 = DrTq * differential->bias;
// DrTq0 = DrTq * (1.0 - differential->bias);
// unless the bias means something else than what I think it does..
if (spinVel0 > spinVel1) {
DrTq1 = DrTq * (0.5 + differential->bias);
DrTq0 = DrTq * (0.5 - differential->bias);
} else {
DrTq1 = DrTq * (0.5 - differential->bias);
DrTq0 = DrTq * (0.5 + differential->bias);
}
break;
--
Christos Dimitrakakis
Homepage: http://www.idiap.ch/~dimitrak/main.html
Music: http://olethros.dmusic.com
|
|
From: Christos D. <dim...@id...> - 2006-06-06 14:04:22
|
wi...@pi... wrote: > >> Do you have the same problem when playing with the mouse? >> >> If you don't have the same problem then perhaps you should take a look >> at the calibration again. I ran an experiment with 'jscal' and found >> that it was possible to calibrate the joystick in such a way that it >> exhibited an on-off response, which of course made it impossible to >> drive. >> > > Thanks for explaining a little of the how the calibration is coded. I > think I can see how that ties into what I am seeing. Responce like a > chopped off parabola. With the values I gave it, a broad dead zone then > very steep rise. > Strictly speaking, there dead zone is not 0 anywhere (at least on the side of TORCS) - changing the 'dead zone' value should make no difference with the wheel. If you set the sensitivity to 1 you should see a linear response. I usually set it between 0.5 and 0.8. Note also that some joysticks have a 'hardware' dead zone which you can change with joystick utilities such as jscalibrator. Note also that the speed at which you can change the steering angle is bounded. -- Christos Dimitrakakis Homepage: http://www.idiap.ch/~dimitrak/main.html Music: http://olethros.dmusic.com |
|
From: <wi...@pi...> - 2006-06-06 13:05:20
|
> Do you have the same problem when playing with the mouse? > > If you don't have the same problem then perhaps you should take a look > at the calibration again. I ran an experiment with 'jscal' and found > that it was possible to calibrate the joystick in such a way that it > exhibited an on-off response, which of course made it impossible to > drive. > Thanks for explaining a little of the how the calibration is coded. I think I can see how that ties into what I am seeing. Responce like a chopped off parabola. With the values I gave it, a broad dead zone then very steep rise. Yes , the mouse is the same, so it's not an external joystick util interfering here. In fact, mouse steering is a better way to see the effect because you can have the mouse pointer over the nose of the car and the extent of the dead zone is a lot more evident (although you can't put any numbers on it). It seems the basic problem is that we need full lock to recover from a skid or crash but most of the time very limited steering. Joysticks , even plastic steering wheel types , only have a very limited movement. Real cars probably have two full rotations of the wheel. This probably means some trick has to be found which deviates from correct modelling of a car. Could you point me to where this is coded? I'll experiment a bit and see if I can get something that works a bit better. Thanks again for your help. |
|
From: Christos D. <dim...@id...> - 2006-06-06 09:44:39
|
> So it seems impossible to desensitise the steering without introducing a > huge dead zone. > > I have not dug in to see how this is coded but does that makes sense to > you? > The code uses a x^n law to make the response go from a linear to a curved response (with almost no response around the center) - the dead zone value in TORCS is not used with joysticks at all! So, sensitivity in joysticks controls a 'soft' dead zone - because you want to have maximal response when the wheel is fully locked and you want to have zero response when the wheel is centered. So you cannot control the extreme values of the response curve, but its shape. Perhaps there is a better shape than x^n, but what? I personally find it good enough. Do you have the same problem when playing with the mouse? If you don't have the same problem then perhaps you should take a look at the calibration again. I ran an experiment with 'jscal' and found that it was possible to calibrate the joystick in such a way that it exhibited an on-off response, which of course made it impossible to drive. -- Christos Dimitrakakis Homepage: http://www.idiap.ch/~dimitrak/main.html Music: http://olethros.dmusic.com |
|
From: <pe...@pi...> - 2006-06-06 00:05:55
|
>> >> Why is the program not reacting to the first 3/4 of the steering control >> movement? >> > > That's very strange. Are you running the latest CVS? We fixed a very > minor problem with steering in that, but that's all. > > I personally use the joystick with a dead zone equal to zero, since the > wheel itself already has a dead zone. > > Thanks, I've had another look at this comparing the jstest output as before. It seems that altering the "steer sensitivity" has a marked effect on the dead zone. the results I posted before with excessive dead zone were with sens.=0.08; if I set it to 0.18 the dead zone comes down to +/- 14000 and if I go to -.88 I get a much more reasonable dead zone around 500 each side. So it seems impossible to desensitise the steering without introducing a huge dead zone. I have not dug in to see how this is coded but does that makes sense to you? I presume this is not the expected behaviour. regards. |
|
From: Christos D. <dim...@id...> - 2006-06-05 09:58:10
|
wi...@pi... wrote: > In any case the problem remains essencially the same: it require 3/4 full > movement before any steering occurs. > > > > I am running a classis two axis analogue joystick, I use only left right > axis for steering, using torcs calibration to set it up. > > I have a set of analogue pedals plugged in as js1 and this seems to work > as expected. I get fine accel control starting at the slightest touch of > the pedal. > > > > Why is the program not reacting to the first 3/4 of the steering control > movement? > That's very strange. Are you running the latest CVS? We fixed a very minor problem with steering in that, but that's all. I personally use the joystick with a dead zone equal to zero, since the wheel itself already has a dead zone. -- Christos Dimitrakakis Homepage: http://www.idiap.ch/~dimitrak/main.html Music: http://olethros.dmusic.com |
|
From: <wi...@pi...> - 2006-06-05 09:23:04
|
Hi, I have what I initially saw as a steering sensitivity problem , since fine corrections to the steering seemed impossible then the car would veer to one side. It was basically uncontrollable above about 80km/h On closer inspection it seems to be an issue with the deadzone. I ran a test with jstest in a terminal next to the race and was able to see the following was happening. joystick /dev/input/js0 output registers a change starting at about 5 degrees off centre. Careful manipulation can register settings as low as a few hundred (fds=32000) looking at the car's behaviour no steering movement occurs until joystick position regiester about 25000 ! I brought the deadzone down to 0.01 and this may have made a slight difference and steering seemed to start around 23000. Due to the crudeness of the test this difference is within experimental error and may in fact be just that , an error. In any case the problem remains essencially the same: it require 3/4 full movement before any steering occurs. I am running a classis two axis analogue joystick, I use only left right axis for steering, using torcs calibration to set it up. I have a set of analogue pedals plugged in as js1 and this seems to work as expected. I get fine accel control starting at the slightest touch of the pedal. Why is the program not reacting to the first 3/4 of the steering control movement? TIA. |