Racer v0.8.25 released!

Ruud

RACER Developer
Another one, esp important with the tangents problems (white spots/dark triangles):

Get it at http://www.racer.nl/download/racer0.8.25.zip

Changes:
- Setting racer.ini's textures.compression to 0 had an effect on visuals (no SRGB).
- Ctrl-1 now shows when the force feedback is saturating the wheel (>20 Nm).
- Controller setup screen now removed POV and added horn and wiper controls.
- 'sunny' default was 0, should have been 1.
- standard_bump_f.cg now takes specularity from the normalmap's alpha channel (2nd layer)
- Only 3/4 of the tangents was passed for each objects. White spots and black triangles.
- Baja shader bug fixed (dyn_standard_bump_speca.cg was used)
- ff_damping (in car.ini) was applied to the wrong FF setting (friction instead of damping)
- Small change in spline triangle checking for road surfaces; in Carlswood doing Shift-F
4 times failed to recognize the underlying spline triangle.
- Y offset in viewelt_f.cg removed; dials were slightly moved up a centimeter.
- Using Cg 3.0 toolkit (was 2.2) from July 2010.
- smCor for the 3rd shadow split slightly increased
- Only angular 3D view elements (dials) were painted correctly. Other texts could appear rotated.
- 'show splines' and all debug lines & points were rendered in HDR mode thus dark. Now drawn in LDR
after postprocessing to remain visible at all times.
- Live track envmapping anti-aliased the whole main FBO on each side update (ouch). Faster now
when setting render_once to 0.
- Mirror was anti-aliased twice. Slightly faster now.
- Exposure gradient changed from 0.5 to 0.35 (darker exposures)
- Music & background image handling in all setup screens now supported.
- More live track options in the graphics setup screen.
- Added bestline_v/f.cg for visible rendering of the 'best line' (F3 to toggle bestline)
- Added bestline.tga in data/images as an overlay image (uses alpha channel).
- 'sunny' included in sky shaders (GetSkyColorAtm) for the sun disc
- Undetected controllers would crash the controller setup screen in a few places.
- The lobby was painted incorrectly when using 3 monitors.
- Fixed stack underflow in car selection screen.
 
The smoke on tar still looks funny, esp. if u transition from tar to sand.
The sand cloud looks realistic, while the beams of tire smoke shooting off into the distance at warp speed, err, don't.
 
To continue the bug-rant:
stationary cars (inc Lambo) slide down inclines over time. I appreciate that rubber must have some sort of 'creep' element IRL, but its a little extreme. Maybe pacejka in the cars or pacejka physics i suppose, but somethings not right here. This has been the case for a looooong time, before 0800 series or earlier. I noticed it making Grave Digger driving over Swiss Stroll (yes over), and found the Lamba crept as well on a variety of tracks. The wheels will stay stationary, but the car moves down the incline. slowly
 
That makes sense, if the SA is going that far I can see how it might take a while to recover. I've tried changing the dbg setting max_tan_sa and it doesn't seem to make any difference.
Do you have any idea which tire model? I would like to start researching it if possible.

Alex Forbin

Probably the Michelin thermal tire model (although I'm not absolutely sure that's the name). I think it combines a bit of the brush model with other stuff; need to read.
 
..Next year we intend to have a closer look at physics. I don't really trust the arb for making a neutral car understeery, and we might add a thermal tire model since Pacejka loses out when doing extreme stuff with the car.

Since you talking about cool stuff, like thermal tyres, I would like to see 'skeletal' cars & a proper damage car system build on it.

I got tons of ideas, an important one, is the introduction of 'fields' or forces like vortex, unidirectional like wind etc...Cars should 'realistically' react to those forces, as I've been simulating these in Maya or 3DS Max.

Anyway, I'm proud of you & Mitch, since I've been here (April 2010) just good stuff you've been releasing, some of my ideas were implemented like the TOD from Crytek 2 Engine, & globally I'm really happy to be part of this whole project with really cool IDEs like TrackEd, Modeler & Racer debug tools which I've been using intensively.

Max
 
Swift seems MF6.0 a bit. Lots of tire models as you see ;-)
But they all do the same thing, calculating C (shape), D (peak mu) and such. The PAC-MC example looks much like MF5.2, so you could try to plug it in a car:

wheel0
{
pacejka
{
; Import from external tir file?
import_file=yourfile.tir
; Pacejka96 (0) or MF5.2 (1)?
model=1
}
}

where the .tir file is a copy/paste from your first link, starting at [MDI_HEADER]
 
Those MF5.2 sets cover lots of things like tyre rate and damping stuff, but Racer is already doing that in many places too.

It'd be interesting to know what MF5.2 is doing for us, and what variables it takes over from Racer, or if that side of things is actually being done...!?

Hmmmm

Dave
 
Those MF5.2 sets cover lots of things like tyre rate and damping stuff, but Racer is already doing that in many places too.

It'd be interesting to know what MF5.2 is doing for us, and what variables it takes over from Racer, or if that side of things is actually being done...!?

Hmmmm

Dave

I've been using it for a while now and it seems to behave a bit better than the old Pacejka. I think the brush style model would be a lot better however since it does appear to work well at high SA and loads.

krsman3d: Try this, be sure to change your reference in the tire section to point to pacejka52!

Code:
;===================================
; 205/55-16h Continental

pacejka52
{
model=1
rre=301.0
x_length=301.0
z_length=301.0
r0=0.301
fz0=4100
longvl=16.5
lfz0=1
lcx=1
lmux=1
lex=1
lkx=1
lhx=1
lvx=1
lgax=1
lcy=1
lmuy=1
ley=1
lky=1
lhy=1
lvy=1
lgay=1
ltr=1
lres=1
lgaz=1
lxal=1
lyka=1
lvyka=1
ls=1
lsgkp=1
LSGAL=1
lgyr=1
lmx=1
lvmx=1
lmy=1
pcx1=1.3178
pdx1=0.9212 
pdx2=-0.06 
pdx3=-2.27
pex1=0.15798
pex2=0.41141
pex3=0.1487
pex4=3.0004
pkx1=13.181 
pkx2=-0.037391 
pkx3=0.80348 
phx1=-0.00058264
phx2=8.42e-5 
pvx1=0.045118
pvx2=0.058244
rbx1=13.276
rbx2=-13.778
rcx1=1.0
rex1=0.078
rex2=-0.16
rhx1=-0.03
ptx1=0.85683
ptx2=0.00011176
ptx3=-1.3131
pcy1=1.18 
pdy1=0.90312 
pdy2=-0.17023 
pdy3=-0.76512 
pey1=-0.57264
pey2=-0.13945
pey3=0.030873
pey4=-18.35
pky1=-25.128 
pky2=3.2018 
pky3=0.22
pky4=1.9998
pky5=-0.50726
phy1=0.0031414
phy2=-0.003
phy3=0.045
pvy1=0.0068801
pvy2=-0.0051
pvy3=-0.174
pvy4=-0.45
rby1=7.1433
rby2=9.1916
rby3=-0.027856
rcy1=1.0
rey1=0.23
rey2=0.41
rhy1=0.0007
rhy2=0.024
rvy1=-0.027825
rvy2=0.053604
rvy3=-0.27568
rvy4=10
rvy5=1.95
rvy6=-50
pty1=4.1114
pty2=6.1149
qbz1=5.6241
qbz2=-2.2687
qbz3=0.48
qbz4=6.891
qbz5=-0.35587
qbz9=3.44
qbz10=0
qcz1=1.0904
qdz1=0.082871
qdz2=-0.012677
qdz3=-0.56
qdz4=8.40
qdz6=0.00038069
qdz7=0.00075331
qdz8=-0.083385
qdz9=0.12
qez1=-34.759
qez2=-37.828
qez3=0
qez4=0.59942
qez5=-3.68
qhz1=0.0025743
qhz2=-0.0012175
qhz3=0.038299
qhz4=0.044776
qsx1=0.03
qsx2=0.52
qsx3=0.13
qsy1=0.01
qsy2=0
qsy3=0
qsy4=0
ssz1=0.0097546
ssz2=0.0043264
ssz3=0.5
ssz4=-0.27
qtz1=0.2
mbelt=4.10
mu_ref_X=1
mu_ref_Y=1
brre=0
drre=0
frre=0
}
Alex Forbin
 
@Alex
I tried your values and the car seems to behave more like a real car would. But, it is not really right, probably because the rest of the car is not set up correctly. :D
I've been tinkering with inertia values a bit, but somehow I can't get the car to behave as I want it to. But I think that inertia is a key element as it can change a car from a light hothatch to a lorry very easily. But what values should I use?
 
@Alex
I tried your values and the car seems to behave more like a real car would. But, it is not really right, probably because the rest of the car is not set up correctly. :D
I've been tinkering with inertia values a bit, but somehow I can't get the car to behave as I want it to. But I think that inertia is a key element as it can change a car from a light hothatch to a lorry very easily. But what values should I use?

What car is it? The weight/dimensions/engine location will determine the polar moment. The wheel rates on most Racer cars are way too high, the suspension must move to work. Use the CG correction, it will be necessary to correct the camera/gauges/wipers, but it will be worth it from what I've seen. ARB values are another item that is usually set much too stiff in Racer, plus there is some debate as to how effective they are with the current tire model, so it's best to not go nuts on the values.
I hope this has helped some.

Alex Forbin
 

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