Didn't get the whole list checked off, but my vacation's coming to an end and I did hit the major points, so I thought I'd clean it up for distribution.
Mazda RX-7 (3MB)
window2_f.cg shader
Put the shader in racer/data/renderer/shaders/ if you haven't got it, the car in racer/data/cars/.
If you find something wrong that's not listed, let me know. Also feel free to advise changes to the .ini.
Still haven't managed to replicate the problem :/ There's something very odd going on when the collision box hits the grass on Mashup though, I wonder if I can catch a video. It seems like a positive feedback loop, hits the ground and bounces higher each time until it flips over.
The console command is "wireframephys on|off"Not using a newton mesh for the car body?
I think the console command is something like physmesh on or show physmesh or something... then set Racer realtime scale to about 0.25 and go for a drive, everything can be seen nicely in slow motion but with the realtime physics in that way.
Dave
Gonna try to apply this info from Racer.nl, see how it shifts the values.An example Ferrari of 1280 kg has a X inertia value of 1950. Lower weight cars have lower inertiae. A good empirical method that is in use for Sports/Formula style car is the following:
Gather information on sprung mass ('preLoad'), wheelbase (front to rear) and front distance to CG ('attF').
Iyy = body.inertia.x = 0.8*(frontPreload*(attF^2) + rearPreload*((wheelBase-attF)^2))
Izz = body.inertia.y = Iyy*1.2
Ixx = body.inertia.z = minimally Izz*0.5 (difficult to obtain, but at least half of Izz).
hmm...wired...to day i tried to replicate it and i fly to the moon but no racer crash...Still haven't managed to replicate the problem :/ There's something very odd going on when the collision box hits the grass on Mashup though, I wonder if I can catch a video. It seems like a positive feedback loop, hits the ground and bounces higher each time until it flips over.
If Stereo doesn't mind, I could upload my small improvement )
Hmm that's the trouble with testing it over several versions (was trying to find a version that would actually report shader errors in qlog)... I saved readme to a different version than I uploaded.The README file is empty