From: <ba...@ne...> - 2013-02-27 20:09:52
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Hi all, why we talking always about balanced car sets. Besides robots we do not have balanced user ;) On what we balancing cars? Weight, top speed, cornering? For which track? The Kongei KK8S is hard to drive and badly usable for curvy tracks. It may could be have slower acceleration too (i read that it needs 10 sec. to accelerate from 70 to 90 mph on some circumstances). So please let it be as it is for 2.1. After 2.1 i would like to introduce a new car system as i sometimes explained: - You have basic cars that fits in a street class or in some cases in a specific racing class (if it is racing car like an F1 car) - Cars have variations like: interior, driver model, wings, air vents, deflectors - The variations are placed in a extra 3D mesh - The variation have an impact on the physic of the car because it ships with an 2nd XML file that describes additional parameters or overwrite existing default parameters - The variations define the the class of the car too SO: - We have just one basic car model to maintain - We would have a great worklflow where we can join our forces (as an example Haruna is great in pattern, myself is great in creating a lot of details) - We do not have multiple cars that are the same but looking different - The user would understand OK when i will drive this car i could do that in class A, B, C Examples: - The Kongei could be part Supercar class but also part of LS1. Besides the texture there could be visual changes when selecting it as class LS1 (bigger wing, cage inside, driver with helmet, no 2nd seat, bigger deflector, more vents). - The Cirus CS4 could be part of Rally class but part of a Street Compact Car class too: without cage, driver without helmet, no 2nd driver, no wing, different wheels, no vents on top And the visual changes would be always followed by changes of the physics: How to drive, wieght, power, top speed ... Of course some cars (liek GP 36) would be always part of one specific class. I do not what kind of impact that kind of car system would have on robots but i'm sure WDBee will know :) Cheers Eckhard. Zitat von Haruna Say <ato...@gm...>: > Hi, > > I think that a balanced car set is still possible, but we need to divide > the Supercars class into two or more sub-classes, because there is no > realistic way a Honda NSX can go toe-to-toe with a Koenigsegg CC8S. > > After dividing the cars up according to real-world performance, we can then > tweak the tire parameters on a car-by-car basis to improve cars that are > too slow in a given class. So we can still have the real chassis, engine, > and aerodynamic values, it is just that tires might be upgraded so that all > cars in each class can compete equally. > > If we do divide the cars up, this is my proposition for what cars fall > where - > > Production B - Common super sports cars. > - Murasama NSX > - Kanagawa Z35 GTS > - Boxer 96 (N/A) > - Spirit 300 > > Production A - Common "true" supercars. > - Boxer 96 (Turbo, or GT3 road model) > - FMC GT4 > - Sector P4 > - Taipan GSR (can be found on the community forums) > - Toro Yellinho > - Lynx 220 > > Production S - Hyper supercars. > - Kongei KK8S > > Cheers, > Haruna. |