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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Old version: 0.7.15.3700  (Read 250841 times)

cameni

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Re: Latest version: 0.7.13.3512
« Reply #150 on: February 14, 2013, 02:55:52 pm »

Version 0.7.13.3516
  • fixes the importer issue with meshes/bones
  • fixed issues with linear suspension
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ZeosPantera

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Re: Latest version: 0.7.13.3512
« Reply #151 on: February 14, 2013, 03:30:16 pm »

Hrm.. Does the cessna need a suspension for the front wheels? That would look awesome.
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ddenn

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Re: Latest version: 0.7.13.3512
« Reply #152 on: February 15, 2013, 12:25:54 am »

Thanks for the update! Seems to work fine. Vehicle reset is very useful feature for 3-wheelers :)
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pico

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Re: Latest version: 0.7.13.3512
« Reply #153 on: February 15, 2013, 01:37:25 pm »

Nice Update. I like the new Snow Areas.  8)
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cameni

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Re: Latest version: 0.7.13.3519
« Reply #154 on: February 16, 2013, 05:09:14 am »

Version 0.7.13.3519
  • workaround for driver crash with Catalyst 13.2 beta drivers


You must auto-update to 3519 before updating to the beta drivers, or else you have to run a full install of Anteworld. Download links for the full install are in the first post of this thread.
« Last Edit: February 16, 2013, 05:22:07 am by cameni »
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Jagerbomber

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Re: Latest version: 0.7.13.3519
« Reply #155 on: February 16, 2013, 10:01:34 pm »

I'm not sure how hard this would be, but could you fix the lighting issue looking out through the windows of the cabin of the Tatra at night time?  It's kinda dark...  :P
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ZeosPantera

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Re: Latest version: 0.7.13.3519
« Reply #156 on: February 16, 2013, 10:36:57 pm »

With the amazing resurrection of my playing ability I have spent the last hour "dicking about" with the 8x8 and its settings. I think I have nailed a way more realistic setup in terms of suspension, CG, engine power, braking and wheel slip.  Give it a shot and if the people like it I say vote on making it the default for the 8x8. Now that we have the reset key it is perfectly OK to have it flip on its side whenever the driver is careless. Tehehe

Code: [Select]

var axle2coef=1.0;

//invoked only the first time the model is loaded, or upon reload
function init_chassis()
{
  var wheelparam = {
    radius: 0.7,
    width: 0.45,
    suspension_max: 0.08,
    suspension_min: -0.25,
    suspension_stiffness: 6.5,
    damping_compression: 0.2,
    damping_relaxation: 0.05,
    slip: 0.57,
    roll_influence: 0.1
  };
  this.add_wheel_swing('halfaxle_l0', 'tire_l0', wheelparam);
  this.add_wheel_swing('halfaxle_r0', 'tire_r0', wheelparam);
  this.add_wheel_swing('halfaxle_l1', 'tire_l1', wheelparam);
  this.add_wheel_swing('halfaxle_r1', 'tire_r1', wheelparam);
  this.add_wheel_swing('halfaxle_l2', 'tire_l2', wheelparam);
  this.add_wheel_swing('halfaxle_r2', 'tire_r2', wheelparam);
  this.add_wheel_swing('halfaxle_l3', 'tire_l3', wheelparam);
  this.add_wheel_swing('halfaxle_r3', 'tire_r3', wheelparam);
 
  //compute steering coefficient for the second axle
  var body = this.get_geomob(0);
  var a0 = body.get_joint_local_pos(body.get_joint('tire_l0')).y;
  var a1 = body.get_joint_local_pos(body.get_joint('tire_l1')).y;
  var a2 = body.get_joint_local_pos(body.get_joint('tire_l2')).y;
  var a3 = body.get_joint_local_pos(body.get_joint('tire_l3')).y;
  var m = 0.5*(a2+a3);
  axle2coef = (a1-m)/(a0-m);
 
  //sounds
  this.load_sound("diesel-engine-start.ogg");
  this.load_sound("diesel-engine-idle.ogg");
  this.add_sound_emitter("halfaxle_l0");
 
  return {mass:14000, com:{z:1.1}};
}

//invoked for each new instance of the vehicle
function init_vehicle()
{
  this.snd = this.sound();
  this.snd.set_ref_distance(0, 9.0);

  this.started = 0;
}

function engine(start)
{
  if(start) {
    this.started=1;
    this.snd.play(0, 0, false, false);
  }
}


const EF = 26000.0;
const BF = 13700.0;
const maxkmh = 100;
const forceloss = EF / (0.15*maxkmh + 1);


//invoked each frame to handle inputs and animate the model
function update_frame(dt, engine, brake, steering)
{
  var kmh = this.speed()*3.6;
 
  //reduce engine force with speed (hack)
  var redux = engine>=0 ? 0.2 : 0.5;
  var esign = engine<0 ? -1 : 1;
  engine = EF*Math.abs(engine);
  var force = (esign>0) == (kmh>=0)
        ? engine/(redux*Math.abs(kmh) + 1)
        : engine;
  force -= forceloss;
  force = Math.max(0.0, Math.min(force, engine));
  engine = esign*force;


  steering *= 0.6;
  this.steer(0, steering);
  this.steer(1, steering);
  this.steer(2, steering*axle2coef);
  this.steer(3, steering*axle2coef);
 
  if(this.started>1)
    this.wheel_force(-1, engine);
 
  brake *= BF;
  this.wheel_brake(-1, brake);
 
  this.animate_wheels();
 
  if(this.started==1 && !this.snd.is_playing(0)) {
    this.started=2;
    this.snd.play(0, 1, true, false);
  }
  else if(this.started==2) {
    var pitch = Math.abs(kmh)/20.0;
    var g = kmh>0 ? Math.floor(pitch) : 0;
    var f = pitch - g;
    f += 0.5*g;
    this.snd.set_pitch(0, 0.5*f + 1.0);
  }
}




Right at the tipping limit..



Struggling to climb a STEEP incline.



Also I have no trees. A small price to pay for playability.
« Last Edit: February 16, 2013, 10:39:53 pm by ZeosPantera »
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ZeosPantera

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Re: Latest version: 0.7.13.3519
« Reply #157 on: February 17, 2013, 01:53:22 am »

Question. The BMW M3 doesn't have anyplace in the code to define the Center of gravity right? Because I have modified it HEAVILY and it is getting so much better but the CG is too low.
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cameni

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Re: Latest version: 0.7.13.3519
« Reply #158 on: February 17, 2013, 02:00:11 am »

Just add the com value to the returned object in init_chassis:

return {mass:1500, com:{z:0.3}, steering:2.0, steering_ecf:60, centering: 1.6, centering_ecf:20};

The value of com says how much to shift the center of mass from the model's pivot in model space, so z:0.3 moves it up by 0.3m from the pivot. Setting com:{z:0.2, y:0.5} would also shift it 0.5m towards the front side.
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cameni

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Re: Latest version: 0.7.13.3519
« Reply #159 on: February 17, 2013, 02:02:14 am »

I'm not sure how hard this would be, but could you fix the lighting issue looking out through the windows of the cabin of the Tatra at night time?  It's kinda dark...  :P
Hmm there's a parameter that defines how much the exposure is being adjusted, I could put it into cfg.
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deathevor

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Re: Latest version: 0.7.13.3519
« Reply #160 on: February 17, 2013, 08:35:11 am »

Any plans for Auto exposure?



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cameni

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Re: Latest version: 0.7.13.3519
« Reply #161 on: February 17, 2013, 09:43:25 am »

It actually does auto exposure even now, but it does it only using the projected light from sun, not from the screen light. A proper auto exposure will come with better HDR support.
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ZeosPantera

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Re: Latest version: 0.7.13.3519
« Reply #162 on: February 21, 2013, 02:02:54 am »

Anyone else experiencing a weird bug where the simulation physics in vehicles stops dead and the sun flashes across the sky rapidly a few times and then resets back but the vehicles won't move until restart?

Just me?
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pico

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Re: Latest version: 0.7.13.3519
« Reply #163 on: February 23, 2013, 07:00:42 am »

I like the new snow areas. Perhaps it is possible to do something similar with the grasslands. These sometimes look a little boring in comparison to the mountains.
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ddenn

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Re: Latest version: 0.7.13.3490
« Reply #164 on: February 25, 2013, 12:50:23 am »

Version 0.7.13.3512
...
  • JSBSim updated to the latest version

...

After this update the flaps deploy time setting is not working. Is there a new way to work with flaps? That how it worked on previous versions:
Code: [Select]
  <channel name="Flaps">
   <kinematic name="Flaps Control">
     <input>fcs/flap-cmd-norm</input>
     <traverse>
       <setting>
          <position>  0 </position>
          <time>      0 </time>
       </setting>
       <setting>
          <position> 30 </position>
         <time>      5 </time>
       </setting>
     </traverse>
     <output>fcs/flap-pos-deg</output>
   </kinematic>
Now with the same time setting flaps deploy time is 1 second instead of 5, and changing this value has no effect.
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