Funto {l Wrote}:Just a quick note, for the "end user", I think we should have only 3 progress bars with "max speed", "acceleration" and "weight" (which are somehow standard) to choose the kart they would go with
Kinsu {l Wrote}:It could be really useful to make sure the different kart configs have equal chances to win.
Just added ticket #337 : https://sourceforge.net/apps/trac/super ... ticket/337
<mass value="350"/>
<!-- Speed and acceleration related values: power and max-speed (in m/s)
have 3 values, one for low, medium, and hard.
brake-factor: Value used when braking. max-speed-reverse-ratio is
the percentage of max speed for reverse gear. -->
<engine power="650 750 800" max-speed="15 18 23.8" brake-factor="10"
max-speed-reverse-ratio="0.65"/>
<!-- Simulated gears: switch-ratio defines at what ratio of the maximum
speed what gear is selected, e.g. 0.25 means that if the speed is
bigger or equal to 0.25 x maxSpeed then use gear 1, 0.5 means if
the speed is bigger or equal to 0.5 x maxSpeed then gear 2.
gear-power-increase contains the increase in max power (to simulate
different gears), e.g. 2.5 as first entry means: 2.5*maxPower in gear 1
| first | second | third | . -->
<gear switch-ratio="0.45 0.70 1" power-increase="1.5 1.7 2.5"/>
<!-- min-speed-radius and max-speed-radius define the smallest turn
radius at lowest speed (4.64 m at speed 0) and at high speed
(13.5 m at speed 12 m/s). Maximum steering angles for speeds
in between will be interpolated. This allows for tighter turns
at lower speeds. The actual steering angle is dependent on the
wheel base of the kart: radius = wheel_base/sin(steering_angle)
By specifying the radius the steering behaviour can be defined
independent of the kart size.
time-full-steer is the time when a player's input goes from neutral
steering to extreme left or right.
time-full-steer-ai is the time for the AI to go from neutral steering to
extreme left (or right). This can be used to reduce
'shaking' of AI karts caused by changing steering direction
too often. It also helps with making it easier to push the
AI karts (otherwise micro-corrections make this nearly
impossible). A value of 1/maxFPS / 2 will guarantee that
the wheel can go from -1 to +1 steering in one frame,
basically disabling this mechanism. -->
<turn min-speed-radius="0 4" max-speed-radius="10 18.5"
time-full-steer ="0.32" time-full-steer-ai="0.1" />
<!-- Slipstream: length: How far behind a kart slipstream works
collect-time: How many seconds of sstream give maximum benefit
use-time: How long the benefit will last.
add-power: Additional power due to sstreaming. 1 = +100%
min-speed: Minimum speed necessary for slipstream to take effect.
max-speed-increase: How much the speed of the kart might exceed
its normal maximum speed.
duration: How long the higher speed lasts after slipstream stopped
working.
fade-out-time: How long the slip stream speed increase will
gradually be reduced. -->
<slipstream length="8.5" collect-time="2" use-time="5"
add-power="2.7" min-speed="10"
max-speed-increase="10" duration="0.7" fade-out-time="1"/>
<!-- Nitro: power-boost: increase in engine power, i.e. 1=plus 100%
consumption: nitro consumption - heavier characters can be set
to need more nitro than lighter character.
small-container: how much energy a small container gives.
big-container: how much energy a big container gives.
max-speed-increase: How much the speed of a kart might exceed
its maximum speed (in m/s).
duration: How long the increased speed will be valid after
the kart stops using nitro (and the fade-out-time starts).
fade-out-time: Duration during which the increased maximum
speed due to nitro fades out. -->
<nitro power-boost="2.5" consumption="2" small-container="1" big-container="3"
max-speed-increase="6" duration="0.7" fade-out-time="1.3"/>
<!-- If a kart starts within the specified time after 'go',
it receives the corresponding bonus from 'boost'. Those
fields must have the same size, and must be sorted by
increasing times. -->
<startup time = "0.3 0.5"
boost = "3.8 2" />
<!-- Kart-specific explosion parameters. Height: how high this
this kart is being pushed in the sky by an explosion.
Time: how long it takes before the kart can drive again.
Invulnerability-time: how long a kart will be invulnerable
after being hit by an explosion. -->
<explosion time="1.5" radius="4"
invulnerability-time="6" />
<mass value="200"/>
<!-- Speed and acceleration related values: power and max-speed (in m/s)
have 3 values, one for low, medium, and hard.
brake-factor: Value used when braking. max-speed-reverse-ratio is
the percentage of max speed for reverse gear. -->
<engine power="200 250 350" max-speed="19 23 23" brake-factor="12.0"
max-speed-reverse-ratio="0.3"/>
<!-- Simulated gears: switch-ratio defines at what ratio of the maximum
speed what gear is selected, e.g. 0.25 means that if the speed is
bigger or equal to 0.25 x maxSpeed then use gear 1, 0.5 means if
the speed is bigger or equal to 0.5 x maxSpeed then gear 2.
gear-power-increase contains the increase in max power (to simulate
different gears), e.g. 2.5 as first entry means: 2.5*maxPower in gear 1
| first | second | third | . -->
<gear switch-ratio="0.20 0.55 1" power-increase="3.5 3.5 2.5"/>
<!-- min-speed-radius and max-speed-radius define the smallest turn
radius at lowest speed (4.64 m at speed 0) and at high speed
(13.5 m at speed 12 m/s). Maximum steering angles for speeds
in between will be interpolated. This allows for tighter turns
at lower speeds. The actual steering angle is dependent on the
wheel base of the kart: radius = wheel_base/sin(steering_angle)
By specifying the radius the steering behaviour can be defined
independent of the kart size.
time-full-steer is the time when a player's input goes from neutral
steering to extreme left or right.
time-full-steer-ai is the time for the AI to go from neutral steering to
extreme left (or right). This can be used to reduce
'shaking' of AI karts caused by changing steering direction
too often. It also helps with making it easier to push the
AI karts (otherwise micro-corrections make this nearly
impossible). A value of 1/maxFPS / 2 will guarantee that
the wheel can go from -1 to +1 steering in one frame,
basically disabling this mechanism. -->
<turn min-speed-radius="0 3" max-speed-radius="10 14.5"
time-full-steer ="0.2" time-full-steer-ai="0.1" />
<!-- Slipstream: length: How far behind a kart slipstream works
collect-time: How many seconds of sstream give maximum benefit
use-time: How long the benefit will last.
add-power: Additional power due to sstreaming. 1 = +100%
min-speed: Minimum speed necessary for slipstream to take effect.
max-speed-increase: How much the speed of the kart might exceed
its normal maximum speed.
duration: How long the higher speed lasts after slipstream stopped
working.
fade-out-time: How long the slip stream speed increase will
gradually be reduced. -->
<slipstream length="11" collect-time="1.5" use-time="3"
add-power="3.2" min-speed="10"
max-speed-increase="4" duration="1.2" fade-out-time="2.3"/>
<!-- Nitro: power-boost: increase in engine power, i.e. 1=plus 100%
consumption: nitro consumption - heavier characters can be set
to need more nitro than lighter character.
small-container: how much energy a small container gives.
big-container: how much energy a big container gives.
max-speed-increase: How much the speed of a kart might exceed
its maximum speed (in m/s).
duration: How long the increased speed will be valid after
the kart stops using nitro (and the fade-out-time starts).
fade-out-time: Duration during which the increased maximum
speed due to nitro fades out. -->
<nitro power-boost="3.5" consumption="1" small-container="1" big-container="3"
max-speed-increase="4.5" duration="1.5" fade-out-time="2.5"/>
<!-- If a kart starts within the specified time after 'go',
it receives the corresponding bonus from 'boost'. Those
fields must have the same size, and must be sorted by
increasing times. -->
<startup time = "0.3 0.5"
boost = "6.5 3.5" />
<!-- Kart-specific explosion parameters. Height: how high this
this kart is being pushed in the sky by an explosion.
Time: how long it takes before the kart can drive again.
Invulnerability-time: how long a kart will be invulnerable
after being hit by an explosion. -->
<explosion time="2.1" radius="5.5"
invulnerability-time="7" />
Auria {l Wrote}:the difference is subtle but can be felt
Auria {l Wrote}:the difference is subtle
Tuxfan {l Wrote}:But at the end one anchor changed everything
Arthur {l Wrote}:In reality, kart physics do come into play, so there is some difference anyway.
Profiling 2 laps
Number of frames: 1956 time 23.375002, Average FPS: 83.679138
Nolok start 1 end 2 time 32.599674
Nolok start 2 end 1 time 32.449677
min 32.449677 max 32.599674 av 32.524673
for track in data/tracks/*/track.xml; do
a=${track%%/track.xml};
trackname=${a##data/tracks/};
if [ $trackname == "cave" ]; then continue; fi # Exclude some track, esp. arenas
if [ $trackname == "stadium" ]; then continue; fi
for kartname in mozilla tux; do
for numkarts in 4 ; do
./src/supertuxkart --track $trackname -k $numkarts --kart $kartname --ai=tux,wilber,mozilla --mode 3 --profile-laps=9 --no-graphics >>stdout.$trackname.$kartname$numkarts
# for profiling:
#gprof src/supertuxkart gmon.out >profile.$trackname.$kartname$numkarts
#mv gmon.out gmon.out.$trackname.$kartname$numkarts
done
done
done
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