Unfortunately I've refactored and moved code around that will have effected the test times for the XRT at KY2 with regards to different steering system. Probably okay anyway since I got hung up on one detail and didn't think of an immediate solution so I've put that on hold. By moving this code though, I should be able to give the StartFromStop action the ability to steer the car, which should greatly improve his recover. (Initially that action held the steering wheel straight in hopes the car stayed on a desired path, we all know how well that works: It doesn't).
I have continued working on some debug tools for seeing what the corner computer is reporting back without performing my own track walk. Here is a shot for BL1 with the new TrackMap code, which at this point the code probably should be removed into it's own separate file. Currently grey represents straight areas (including braking zone) and orange represents from corner entry until corner apex. For very observant readers, you may notice the track width varies in the new shot, that is because I now use the left/right edge that I get back from the pth file. Visually, I like the constant width, which is probably why LFS uses that in it's track map.
Looking at this BL1 image you can see it does "okay" for some corners and then completely failed for that final turn complex where you drive past pitlane entry. That should be separate corners, but the current detector gets it all as one.
Trying to improve that with the new detection.
Currently fighting an issue with the display on AS5, looks like it might be more issues with detecting what corner/phase of the track the car is in.
EDIT: I have confirmed it is indeed some issue with the detecting corner/phase. Also, added colors for each phase of the corner, looks pretty neat!
I have continued working on some debug tools for seeing what the corner computer is reporting back without performing my own track walk. Here is a shot for BL1 with the new TrackMap code, which at this point the code probably should be removed into it's own separate file. Currently grey represents straight areas (including braking zone) and orange represents from corner entry until corner apex. For very observant readers, you may notice the track width varies in the new shot, that is because I now use the left/right edge that I get back from the pth file. Visually, I like the constant width, which is probably why LFS uses that in it's track map.
Looking at this BL1 image you can see it does "okay" for some corners and then completely failed for that final turn complex where you drive past pitlane entry. That should be separate corners, but the current detector gets it all as one.
Trying to improve that with the new detection.
Currently fighting an issue with the display on AS5, looks like it might be more issues with detecting what corner/phase of the track the car is in.
EDIT: I have confirmed it is indeed some issue with the detecting corner/phase. Also, added colors for each phase of the corner, looks pretty neat!