I had try to make manual transmission patch for r1019 version. But when I compiling it is appear this error (my patch file is included): Trigger/main.cpp: In member function ‘bool MainApp::startGame(const string&)’: Trigger/main.cpp:593:52: error: ‘cfg_automatictransmission’ was not declared in this scope 593 | game->vehicle.front()->automatictransmission = cfg_automatictransmission; | ^~~~~~~~~~~~~~~~~~~~~~~~~ Trigger/main.cpp: In member function ‘virtual void MainApp::keyEvent(const SDL_KeyboardEvent&)’:...
I don't know, I try to do this now and it downloaded and work in my system. I can give you my gitlab link of all my changes https://gitlab.com/eugene.mc13/trigger-rally
Sorry, and how to compile android app with your code?
I have add some changes to the game as for me its much better for play with arrow to next checkpoint, when speed and rpm on left as in most cars, map on right, and handbrakes work as a speed down with brake lights like on this screenshot
Hi, as I understand you don't need to work around with file menu.h because its already compiled coerce code from menu.cpp so all corrections in menu.cpp after compilation will added to menu.h
Some things you mention might have been replaced for legal reasons. We did clean-up Trigger Rally to only include stuff that is freely licensed, which wasn't the case back when those assets were used.
Yes, I do it for my self interest. And I work around web version of Trigger-Rally. What I found in old version of a game that this model of Evo has transparent front lights. I done it on this car. One more I found that some sounds was better, better speedometer and tachometer, but in new version I'll remove speedometer and so on to left and map to right. Crash sound was better in old game gearbox as for me too. Better was sound of gravel. And unknown for me this gearbox transmission rates. In real...
And how to add brakelights to handbrake?
Also, here're two videos featuring my GLES-powered port of Trigger Rally on an Android devices: SD860: https://www.youtube.com/watch?v=ger6-D2XC2I RP4 Pro: https://www.youtube.com/watch?v=Smw5c0vHRas On SD860 I've controlled the car using SDL2's joystick emulation via gyro, and it was kinda flunky. RP4 Pro has a proper joystick, so it was much more pleasant :)
Also, here're two videos featuring my GLES-powered port of Trigger Rally on an Android devices: https://www.youtube.com/watch?v=ger6-D2XC2I https://www.youtube.com/watch?v=Smw5c0vHRas
Sorry for the late reply, Ivan. Don't worry, I already know this project is relatively slow-paced :) Does this mean we lost the features you mentioned if we want to actually include your optimisations? If you want to do it ASAP, then yes. But I don't think it's at the stage you should consider it. From my POV it would make more sense to do a 0.6.7 release featuring everything that is accumulated up until now. After that you can bump development branch to 0.7.0 and work on integrating new renderer...
Sorry for the late reply, Ivan. Does this mean we lost the features you mentioned if we want to actually include your optimisations? Would you be able and willing to incorporate the later features into your rewritten code?
Just wanted to note that I've updated the code to r1007, adapting and rewriting some pieces in the process. I've decided to take a break at r1007 because options menu (r1008..r1012) and brake lights (r1014) will most likely have to be (almost) completely rewritten due to different rendering method. Other revisions (r1013, r1015-r1019) should be fairly straightforward to merge.
I am impressed how you managed to import all those cars even using the textures in perfect alignment. And it is a fun project. Unfortunately, we can't include them into the official game because they are – to my understanding – car models which are protected by copyright – this is at least valid for the brand names even if the 3d mashes them selves aren't. In case of the GAZ67 i would remove the non-transparent wind shield since you can see the inside the car anyway. But as already mentioned, it...
No any CPU problems with high poly models, they only slowly downloads first time you start race. But then all work fast and good. My notebook not so powerful, so I believe your PC and others could work good. Motorcycles are heavy to control, like you first time sit on bicycle
My "little" pack of car screenshots
That depends on how you downloaded the code. If you did it via Git, I think it would be sufficient to run git submodule update --init in the source directory. If not, you can either install glm library from your distro's package manager (beware of old versions tho) or download it from Github as a zip archive and put all relevant files into glm directory of the source tree. Also note that the build defaults to OpenGL 3.x+, so if you want to build for OpenGL 2.1 / ES 2.0 you need to do extra steps....
Hi Ivan, thank you for sharing your code. It is really a shame that I wasn't capable of creating a new release a while ago since most people wanting to contribute seem to start with the last stable release and forego the advanced development version. This leads to the situation that such exciting experiments usually miss the newest features and it doesn't seem to be an easy task to merge those attempts without losing relevant capabilities. At least I don't know enough to attempt something like this....
Hi Ivan, thank you for sharing your code. It is really a shame that I wasn't capable of creating a new release a while ago since most people wanting to contribute seem to start with the last stable release and forego the advanced development version. This leads to the situation that such exciting experiments usually miss the newest features and it doesn't seem to be an easy task to merge those attempts without losing relevant capabilities. At least I don't know enough to attempt something like t...
Hi there, folks! I was following this game for a really long time (I think since 2008), and I dare to say this is one of the most fun and chilling driving games out there. Big kudos to you for that! This month I had a bit of spare time and I've decided to "have fun" in another way. I performed a rewrite of the rendering engine from the "legacy" fixed-pipeline OpenGL to a "modern" one with VBOs and shaders. Here it is: https://github.com/Barracuda72/Trigger-NG I've tried to make as few modifications...
Hi there, folks! I was following this game for a really long time (I think since 2008), and I dare to say this is one of the most fun and chilling driving games out there. Big kudos to you for that! This month I had a bit of spare time and I've decided to "have fun" in another way. I performed a rewrite of the rendering engine from the "legacy" fixed-pipeline OpenGL to a "modern" one with VBOs and shaders. Here it is: https://github.com/Barracuda72/Trigger-NG I've tried to make as few modifications...
Hi there, folks! I was following this game for a really long time (I think since 2008), and I dare to say this is one of the most fun and chilling driving games out there. Big kudos to you for that! This month I had a bit of spare time and I've decided to "have fun" in another way. I performed a rewrite of the rendering engine from the "legacy" fixed-pipeline OpenGL to a "modern" one with VBOs and shaders. Here it is: https://github.com/Barracuda72/Trigger-NG I've tried to make as few modifications...
Hi there, folks! I was following this game for a really long time (I think since 2008), and I dare to say this is one of the most fun and chilling driving games out there. Big kudos to you for that! This month I had a bit of spare time and I've decided to "have fun" in another way. I performed a rewrite of the rendering engine from the "legacy" fixed-pipeline OpenGL to a "modern" one with VBOs and shaders. Here it is: https://github.com/Barracuda72/Trigger-NG I've tried to make as few modifications...
I finally decided to do a programming course for C++. As my final project as part of the exam I would like to create a map editor that can at least make setting and editing co-driver notes, checkpoints and sprites more convenient. I might be able to create the necessary code for doing this with a toolkit like Qt Creator or GTK Builder as a stand alone app but I think it would be better to include it (maybe as an optional extension) into the game. But to accomplish this I would need to understand...
I tried to download this sound several times over the last few weeks and in every case the file was corrupted/not playable. Is it possible that there was a problem uploading the file?
Why no brake lights when braking by handbrake? In real cars handbrake against lights.
Sorry for being kind of a downer. I appreciate your efforts. You seem to have a good handle on many things. I only fear we take away one of the core advantages of Trigger Rally if we incorporate such detailed vehicle models. They demand for sure much more from the hardware than the very low poly models we do have right now. I don't own a system with a dedicated graphics card (and in addition it is from around 2008. So the CPU doesn't have impressive graphics processing power either.) The other thing...
Could you imagine such vehicles in Trigger Rally?
The version number is only set when I make a new release out of the development code. Therefore, I am talking about the code available on sourceforge. To my knowledge GitHub has similar problems in the area of data protection and self determination than Sourceforge. I am more inclined to use something like Sourcehut or Savannah.
Hi, we were talking about development version, 0.7. Unfortunately I cannot find the source code. Is it available? If hosting service is concerned, GitHub seems to be good choice. Best regards, J.
Sorry for taking so long to reply. I was put off by Sourceforges alteration of the privacy conditions that I can only accept if I want to answer. And it is a 28 pages document without any hint on what they changed. I can only assume it is bad. So it might be sensible to finally move the whole project over to an other hosting service that doesn't force unreasonable conditions on its users. Your alterations sound great. How have things been going since you last posted? I am trying to figure out how...
I have changed in vehicle.cpp this formula from: float drivetorque = iengine.getOutputTorque() / type->driving_wheels_num; to: float drivetorque = iengine.getOutputTorque() / 6.283; because this setting made too overestimated the torque of the cars. The division on the number of drive wheels completely equalized the FWD/RWD and 4WD cars, although the clutch of all 4WD gives the advantage of overclocking and torque distributed on wheels (in real machines - it is 40/60 % front/rear). 6.283 its a "2...
Post edited by me engine sound, this is sound of real dragster car, but it really good for real rally cars. First of all because this sound of 12000 rpm engine (if you are really want to use 12000 rpm in game), but I decrease max rpm of most cars, first of all Kit-Kars. Real stock cars can't spin with 12000 rpm most cars have maximum rpm = 4000...8000
Post edited by me engine sound
Great, I am happy that you see a way forward. It would be great if you can manage to get the physics to behave well.
Oh, thanks, I found this patch: https://sourceforge.net/p/trigger-rally/patches/33/ It turns on render of car on hoot camera. Now think about how to fix mass center to make cars controllable
I fear I can't help with interpreting the code. But has the code changed so much that you can't figure out how you could get a hood cam in it? Maybe we should reach out to Andrei and ask him. I think he is still involved in other projects here on Source Forge. Did you already check out the readme file and the commit history for hints what his changes were?
Yes! Camera position attached to mass center. I can solve this problem in old version by this parameters: ctrlparams drag="20.0, 20.0, 20.0" lift="0" fineffect="100" but they decrease car characteristics. Next problem is gearboxes. I'm really not understand how to simulate them? In real car gear box have such parameter: Main gear: 4.103 1 gear: 4.148 2 gear: 2.369 3 gear: 1.556 4 gear: 1.155 5 gear: 0.859 6 gear: 0.686 R gear: 3.394 As I understand in Trigger Rally 1 gear = R gear, OK. But next problem...
Yes! Camera position attached to mass center. I can solve this problem in old version by this parameters: <ctrlparams drag="20.0, 20.0, 20.0" lift="0" fineffect="100"> but they decrease car characteristics. Next problem is gearboxes. I'm really not understand how to simulate them? In real car gear box have such parameter: Main gear: 4.103 1 gear: 4.148 2 gear: 2.369 3 gear: 1.556 4 gear: 1.155 5 gear: 0.859 6 gear: 0.686 R gear: 3.394 As I understand in Trigger Rally 1 gear = R gear, OK. But next...
Yes! Camera position attached to mass center. I can solve this problem in old version by this parameters: <ctrlparams drag="20.0, 20.0, 20.0" lift="0" fineffect="100"> but they decrease car characteristics. Next problem is gearboxes. I'm really not understand how to simulate them? In real car gear box have such parameter: Main gear: 4.103 1 gear: 4.148 2 gear: 2.369 3 gear: 1.556 4 gear: 1.155 5 gear: 0.859 6 gear: 0.686 R gear: 3.394 As I understand in Trigger Rally 1 gear = R gear, OK. But next...
Yes! Camera position attached to mass center. I can solve this problem in old version by this parameters: <ctrlparams drag="20.0, 20.0, 20.0" lift="0" fineffect="100"> but they decrease car characteristics. Next problem is gearboxes. I'm really not understand how to simulate them? In real car gear box have such parameter: Main gear: 4.103 1 gear: 4.148 2 gear: 2.369 3 gear: 1.556 4 gear: 1.155 5 gear: 0.859 6 gear: 0.686 R gear: 3.394 As I understand in Trigger Rally 1 gear = R gear, OK. But next...
I'm sorry to read that. If I remember correctly, I think Andrei changed the camera positioning to overcome an other issue. I can vaguely remember it had something to do with the physics that depended on the camera positioning, probably because the mass centre of the vehicles is actually attached to the same point. But unfortunately I can't quite remember if that really was the problem. The discussion is for sure somewhere here in the board. Is it hard to just add an other camera as hood view again?...
I have installed newer code game, but i dislike that in game removed the hood camera view. That make useless my work around a camera position from cockpit. It would be better to move cameras from mass center a little more, as example hood camera need to move up and back on old code version, side camera need to move a little more to right, periscope camera move a lot to back to make it as helicopter camera on back of a car. I have found how to fix problems with mass center in old version and can use...
I imagine it something like this: move the center of the mass of cars to the center of the coordinates .obj what it looks like in Blender, and make the Position parameter only responsible for the positions of the view cameras
Can you imagine adapting the code to separate the mass centre from the other functions using this value? It seems to me this would be the most sensible approach. Your English is totally understandable to me. (I am not a native speaker myself and what I write does probably sound strange at times.)
Thank you so much for working on these optimisations. Originally we just made different versions of cars (with only different textures) because we didn't have other models available. Of course it would be more fun and interesting to actually have different cars that naturally would have different behaviour and attributes. We would only need to group them sensibly into our three categories. But I fear you are working with very old code. Didn't you pull our newest development version from the git instance...
I found two options for solving the problem with rear-wheel drive cars, the first is to reduce the dampening of the rear wheels, then the car after tilting or turning slower the wheels with the surface and therefore the car does not throw in the opposite direction. But another solution could serve as a shift of the car gravity center to back wheels. But here the problem arises, the fact is that the parameter "position" in Trigger Rally is responsible not only for the displacement of the camera, but...
I found two options for solving the problem with rear-wheel drive cars, the first is to reduce the dampening of the rear wheels, then the car after tilting or turning slower the wheels with the surface and therefore the car does not throw in the opposite direction. But another solution could serve as a shift of the car gravity center to back wheels. But here the problem arises, the fact is that the parameter "position" in Trigger Rally is responsible not only for the displacement of the camera, but...
I corrected some cars that were available in the game, and I also noticed that they were reduced in the scale by about 1/3, which made very poor handling of car. By increasing the scale to 1:1 cars began to work more adequately, I was also able to achieve that rear-wheel drive cars begin to drive more adequately. Back drive I made Evolution because in reality, only this car can have a rear drive, not a small focus. I added some other old models to the model range and made them more adequate in characteristics....
Thanks to the authors, I'm work around some cars and backward drive wheels. Game need some work about scale of maps and surrounding. I saw that cars are too small in a scale that why they controls too hard, They have unreal gearboxes i were correct this too.
Thanks for information. Well, I guess that compile the game Is to complicate for me. So I prefer to wait... And lead my track to an acceptable compromise at last. Maybe, my friend can achieve some results in compiling. Unexpected he try to change speed-counter visualization but not success. I read few treads about possible new futures of T.R. Improving of foliage visualization on curved ground, add to tracks bridges and tunnels, graphic menu - all that great and very wishible to set game to new ...
Sorry, it has been very long since we did make a new release. I had forgotten that there is a lot of stuff not yet included in the last released version. If you want to work with the new features (like vegetation with rigidity) I fear it is necessary to compile the game from the source for the development version you can find in our git repository. There is also a BUILDING.txt file you can follow to do so. Or you wait for the new release. But I am uncertain when this will actually happen. It might...
Sorry, it has been very long since we did make a new release. I had forgotten that there is a lot of stuff not yet included in the last released version. If you want to work with the new features (like vegetation with rigidity) I fear it is necessary to compile the game from the source for the development version you can find in our git repository. There is also a BUILDING.txt file you can follow to do so.
Thanks, Onsemeliot. I had to make images of foliage square as you say, and now they displayed correctly. But. I couldn't find rigidity.xml file! To no mistake I ask my friend (who working with improving handling of vehicles in T.R.) to help find this file on his computer, and he didn't find rigidity.xml too. We both use Linux (Debian), so operate with zip-archive 'data.zip'. But inside It and in any other place on game folders there Is no rigidity.xml . Trigger Rally was installed with aptitude....
Hi Xandr, unfortunately the game engine can only handle square foliage images. So, if you want to keep the proportions of the original image you need to add a transparent area on both sides until you have a square image file. We have defined a rigidity.xml map in the data folder that defines for each sprite how solid it is. A value of 1 means that it is impenetrable. We do use that for trees. Grass and bushes do have lower values. We need to define each vegetation and street sign sprite in this XML...
...Hi everybody! I have o couple questions about images of foliage in the game. Firstly I notice, that some trees from .png files have displayed horizontally stretched. I ques, it's happened in cases, when height of image is much greater then width. How It's with it? ... I had trimmed some transparent areas in images with a tall trees to get minimum total "weight" of my track. And then I saw scratching. Maybe this problem was discussed yet, but, sorry, I can't find that thread since I visit forum...
...Hi everybody! I have o couple questions about images of foliage in the game. Firstly I notice, that some trees from .png files have displayed horizontally stretched. I ques, it's happened in cases, when height of image is much greater then width. How It's with it? ... I had trimmed some transparent areas in images with a tall trees to get minimum total "weight" of my track. And then I saw scratching. Maybe this problem was discussed yet, but, sorry, I can't find that thread since I visit forum...
Halo, Onsemeliot! Glad to hear you. Yes, I trying place foliage mostly around track. I know, that it is a "canonical" trick to make graphics less heavy. And I already decrease vegetation areas several times.) Now I "plant" trees along the routes "manually" in level-file, using <roadsign> tag coas gray8 gradation in f.png is to less for make different plants areas without sudden 'stranges' who grew up where they were not planted. And if to make winter variation of same track using foliage map, vegetation...
Halo, Onsemeliot! Glad to hear you. Yes, I trying place foliage mostly around track. I know, that it is a "canonical" trick to make graphics less heavy. And I already decrease vegetation areas several times.) Now I "plant" trees along the routes "manually" in level-file, using <roadsign> tag coas gray8 gradation in f.png is to less for make different plants areas without sudden 'stranges' who grew up where they were not planted. And if to make winter variation of same track using foliage map, vegetation...
Halo, Onsemeliot! Glad to hear you. Yes, I trying place foliage mostly around track. I know, that it is a "canonical" trick to make graphics less heavy. And I already decrease vegetation areas several times.) Now I "plant" trees along the routes "manually" in level-file, using <roadsign> tag coas gray8 gradation in f.png is to less for make different plants areas without sudden 'stranges' who grew up where they were not planted. And if to make winter variation of same track using foliage map, vegetation...
Ho Xandr and Antoni, sorry for not answering quicker. I have my hands full of work and studying at the moment. So I can't spare much time. But it is nice to see that there are still people caring about the game. I myself also mainly ended up getting involved in Trigger Rally because my dated hardware wasn't able to handle other fun racing games. Xandr, are you aware that you could make intense foliage only closely around the areas where people are supposed to drive through? This way it is usually...
Thanks, Antoni! Must say that work with this track is not yet completed. I shared It when finished. I started make it on June 25th. The first thing I did was set the heights of the terrain and the road in two separate layers. It seemed like a long time for me, but the real tackling began when it came time to set the colors of the area and "plant" the vegetation. Then height had been need to corrected also. Now I'm almost done with the coloring, but I still have to adjust the placement of vegetation...
Thanks, Antoni! Must say that work with this track is not yet completed. I shared It when finished. I started make it on June 25th. The first thing I did was set the heights of the terrain and the road in two separate layers. It seemed like a long time for me, but the real tackling began when it came time to set the colors of the area and "plant" the vegetation. Then height had been need to corrected also. Now I'm almost done with the coloring, but I still have to adjust the placement of vegetation...
Hello! First of all, thanks for sharing. It's nice to see how a game has been a source of comfort and escape during such challenging times. And that's the beauty of open-source, as the game code is here and you can do with it whatever you want. Nice to see your model of the forest! And by the way, your English is fine and readable, don't worry about it at all :) I also want to thank the Trigger Rally authors and contributors. For the first time I have been able to see a proper 3D racing game running...
Hello! First of all, thanks for sharing. Even though I have no authority in this project, it's nice to see how a game has been a source of comfort and escape during such challenging times. And that's the beauty of open-source, as the game code is here and you can do with it whatever you want. Nice to see your model of the forest! And by the way, your English is fine and readable, don't worry about it at all :) I also want to thank the Trigger Rally authors and contributors. For the first time I have...
...So, great thanks for your work. During playing T.R. and tackling with "my forest" I had to fell that it start to be like a little world fo me, where I can apply my love to some kind of travel, foresting and living-up some my dreams. P.S. My learning English was wery far and I had never been best student. And to use google translater every minute is boring, i think.) So you have to read some broken english when I some time have appear in some threads, hope it will be fun for you. But please don't...
Glad to greet the authors of Trigger Rally! ...I spend quite a long time thinking should I write here o not and now I do. Firstly I want to say great Thanks for T.R. - playing your game and mostly tackling with my own track helps me don't lost my mind since war came in my countryside and I was forced to leave where I lived. Against this backdrop, I thought for quite a long whether to write here or not, so as not to seem like an empty spammer. In other side, maybe some my opinion with testing game...
Great thanks for cars, Joshua! I like 'jeep' the most - compact, good handle and quite stable on road.
Tragically I can't assist with tracking down this device. Yet, to make maps we really do have a full aide how to make them. See more from here.
Hi, I've downloaded source code and now I'm trying to set it all up in order to build executables. Unfortunately I had a very busy week, so I didn't manage to do it yet. Regards, Janusz // Live long and Trigger ;) pt., 21 kwi 2023 o 08:30 Onsemeliot onsemeliot@users.sourceforge.net napisał(a): Hi marsch84, I am happy to read that you aren't offended by me not switching to the new engine yet. I didn't have much time for Trigger Rally in the last year either and it seems a shame to have so many nice...
Hi marsch84, I am happy to read that you aren't offended by me not switching to the new engine yet. I didn't have much time for Trigger Rally in the last year either and it seems a shame to have so many nice unfinished features in the pipeline but not being able to make a new release containing it. Even the damage model has still the problem that cars get damaged just by driving on a bumpy road. On longer maps this leads to very difficult to drive completely damaged cars even when not having a single...
Hi both, glad to see, that your are still around. I am also doing well. I did not have a lot of time in the last year to spend on anything besides work and family. I can totally understand, that you want to keep the old physics engine, as the driving experience is still quite fun. I only doubt, that the vehicle model will ever work with rear wheel driven cars. So I recommend to change the Fox car to FWD or AWD, too. If only my time would allow it, it would be great to extend the game with even more...
OK., done, I've downloaded snapshot "trigger-rally-code-r1019-src.zip". BR. J.
Fine, it is great opportunity for me to finally start compiling Trigger ;) Is 0.7 source code available?
Sorry if I misled you. I haven't been using the official release for so long that I forgot that most of what I am used to hasn't been officially released yet. I use the development version 0.7 that still needs to be compiled on the system.
Hi, I am playing Trigger on Windows and Linux (v.0.6.6.1) and I have not spotted any button for in game menu. Is it triggered by keyboard shortcut? I've try out setting up config file in Triggers' /bin directory but it was omitted - always file from user home directory was used. Best regards, Janusz wt., 18 kwi 2023 o 22:09 Onsemeliot onsemeliot@users.sourceforge.net napisał(a): You can adjust the config file sitting in your trigger-rally folder. (On Linux located in /home/[username]/.local/share/trigger-rally)...
[SOLVED} /bin local config file should follow naming rule: "trigger-rally-0.6.6.1.config". BR, J. wt., 18 kwi 2023 o 22:38 Janusz Opiła janusz.opila@gmail.com napisał(a): Hi, I am playing Trigger on Windows and Linux (v.0.6.6.1) and I have not spotted any button for in game menu. Is it triggered by keyboard shortcut? I've try out setting up config file in Triggers' /bin directory but it was omitted - always file from user home directory was used. Best regards, Janusz wt., 18 kwi 2023 o 22:09 Onsemeliot...
You can adjust the config file sitting in your trigger-rally folder. (On Linux located in /home/[username]/.local/share/trigger-rally) But most options have been included into the in-game options menu in the mean time anyway.
Hi, I am fine, thank you, I was just afraid that something wrong had happen due to pandemic or war. Nice to hear you again! In my opinion new game engine is a good idea, however we all are somehow accustomed to funny behavior during drifting. I think that there is no reason to compete with games like eg. "Torque". Due to simplicity Trigger itself weights no more than 50 MB after installation - it is excellent result! I would rather opt for enhancement of map capabilities we discussed years ago. As...
Well, I don't think there is anyone else still around. I fear I might have driven away marsch84 with my hesitation to actually switch over to his impressive work on the engine rewrite because I felt that losing the drifting experience might be a bigger problem than solving the instability at higher speeds. And I didn't have much time recently myself to actually finish the new maps I have been working on. I also was frustrated by the fact that I was overwhelmed by the need for creating a Debian package....
Well, I don't think there is anyone else still around. I fear I might have driven away marsch84 with my hesitation to actually switch over to his impressive work on the engine rewrite because I felt that losing the drifting experience might be a bigger problem than solving the instability at higher speeds. And I didn't have much time recently myself to actually finish the new maps I have been working on. I also was frustrated by the fact that I was overwhelmed by the need for creating a Debian package....
Hi friends, I hope you are doing well!
Hi, here is an update compliant with https://github.com/flathub/flathub/pull/3426 where I created a Flatpak. You are, of course, invited.
Today I tried to optimize the settings again. And the only thing that still bugs me with the new engine is the reduction of steering capability at higher speeds. Is it really necessary to limit how much you can steer that much at higher speeds? It would be great to have only the actually relevant settings in the vehicle file and later on ... like you did with the general settings under the new Options menu to expose some of those settings in a car tuning screen.
This is a good idea but unfortunately we do lack someone able to implement something like that.
Touchscreen controls - Support another control method apart from the keyboard
Indeed, this version works much better for me. It never fails to amaze me how you can knock out seemingly effortless and rather quickly such alterations in the surely sophisticated physical calculations. (But you are right that Frozen isn't very drivable yet.) I think it only makes sense, if the vehicles on the game on proper physics. Of course.
Indeed, this version works much better for me. It never fails to amaze me how you can knock out seemingly effortless and rather quickly such alterations in the surely sophisticated physical calculations. (But you are right that Frozen isn't very drivable yet.) I think it only makes sense, if the vehicles on the game on proper physics. Of course. In this new version you have obviously hidden the body of the car. Therefore, it doesn't touch the ground and doesn't cause other issues either. It looks...
The car gets quite damaged over a medium track like "Authenitc" even without hitting anything. The base smashing the ground also causes the car often getting pulled away like it would suddenly stick on probably a little bump that isn't even visible as an obstacle. The tracks are too bumpy for the small height of the chassis below the vehicles. In the latest code that I attached the physical model follows almost exactly the graphical representation. Before that, the physical vehicle was basically...
If I understand you right the only values it would make sense to test in the vehicle file are the breaks. Everything else is at the moment either not sensible to alter, defined (or calculated) in code or not used with Bullet at all. I was convinced altering the force values on the wheels made a big difference. But if you say otherwise I must be wrong. Maybe I felt victim to the same effect that causes people to feel different physics if the soil has a different texture even if the physics is actually...
In my file the Cordo kit car originally didn't have a different weight distribution (aka force) between front and back. And unfortunately I am confused about the values in the vehicle file because the body has force and dampening values too. The values you listed above should be the force values on the wheels? Isn't it also strange when all three kit cars have the same weight? I suspect there should be rather different values since their weight distribution breaks and engine power would vary quite...
In my file the Cordo kit car originally didn't have a different weight distribution (aka force) between front and back. And unfortunately I am confused about the values in the vehicle file because the body has force and dampening values too. The values you listed above should be the force values on the wheels? Isn't it also strage when all three kit cars have the same weight? I suspect there should be rather different values since their weight distribution breaks and engine power would vary quite...
In my file the Cordo kit car originally didn't have a different weight distribution (aka force) between front and back. And unfortunately I am confused about the values in the vehicle file because the body has force and dampening values too. The values you listed above should be the force values on the wheels? I think I have to explain the current parameters of the wheels, because some do not have an effect at all right now. The force values I shared above are not part of the configuration. They...
In my file the Cordo kit car originally didn't have a different weight distribution (aka force) between front and back. And unfortunately I am confused about the values in the vehicle file because the body has force and dampening values too. The values you listed above should be the force values on the wheels? I think I have to explain the current parameters of the wheels, because some do not have an effect at all right now. The force values I shared above are not part of the configuration. They...
In my file the Cordo kit car originally didn't have a different weight distribution (aka force) between front and back. And unfortunately I am confused about the values in the vehicle file because the body has force and dampening values too. The values you listed above should be the force values on the wheels? Isn't ist also strage when all three kit cars have the same weight? I suspect there should be rather different values since their weight distribution breaks and engine power would vary quite...
Yes, this is correct. All cars should have more weight on the front wheels, because the engine is in the front. I checked all three Kit-Cars and the only car that has more weight on the front by default is the Cordo. This should support the steering and enable more drifting. Nevertheless, the Cordo is still not optimal. The force that rest on each wheel can be read from the variable below: vehicle->getWheelInfo(i).m_wheelsSuspensionForce The values below are read after changing the mass of each Kit-Car...
I discovered that the weight distribution seems to be one of the most important values to be tweaked. When the engine sits in the front it seems reasonable that there is more weight on the front wheels. And if I adapt the values to reflect that than the physics behaviour is suddenly better. But despite testing and tweaking all day I couldn't come up with a set of values yet I feel more comfortable with than with the physics behaviour of the old engine. So far it is mainly different with other undesirable...
After some driving on frozen, I thought, that I might really be too fast in the corners to get through them. After all the car is driving on some kind of ice and they are faster now due to the new engine power setting. So intended to use the brakes a little more and I got the feeling the settings I suggested above are too weak (4000N on front and 2000N on rear axle). According too my calculations a total brake force on all four wheels (30,000N) should be realistic. Unfortunately, I did not find any...
It looks like you accidently deleted a line of code. I attached the another archive with the latest version of the source code. You just have to adapt the vehicle file now. The good thing about this version is, that the vehicle acceleration and speed seem to feel natural and they are based on real vehicle specifications, so that any magic coefficients could be removed from the code. However, after some testing I have to say, that I am not happy with the general driving behavior. I assume this is...
I tried to apply the same values you mentioned but it seems I have messed something up. Do you understand what I need to change for the game to properly build again? Should I define "desiredchange" somewhere?: $ make current values of user-set variables: DESTDIR ?= prefix ?= /usr/local exec_prefix ?= /usr/local OPTIMS ?= -march=native -mtune=native -Og WARNINGS ?= -Wall -Wextra -pedantic resulting values of build variables: CXXFLAGS += -std=c++11 -Wall -Wextra -pedantic -march=native -mtune=native...