Great news. I've got a super uncalibrated, untuned, poor example of the understeer detection unit working.
I've
somewhat DETECTED UNDERSTEER for the drivers car!! This is something I had long written off as something that would never be added. It definitely requires a
LOT more tuning and data processing. But it has appeared and it even slowed the driver when placed in a specific LX4 set that induced serious amounts of understeer, created by Michal.
Now to use this with the current driving logic will likely slow his times, maybe in a rare situation it could speed him up, not entirely sure, but it would help those corners which he just drives straight off track or far wide of his computed racing line, and that in itself would be worth it even if his personal best laps would be slightly slower using it.
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That said, the overlapped braking point detection in the corner phase detector is a bit of a painful bug to fix, I may need to rewrite that code
yet again, for the third or fourth time. Also added a few minor improvements like notifying the server when the driver is changing cars, tracks, admin assisted reset, and I fixed the issue that kept his last lap from being displayed - I'm sure I've forgot a few other minor additions.
I've put him into data collection for the final few cars. I say final few cars, but it is
highly likely that more data gets collected for those points nearer the center position of the steering wheel. Also, for a
click here for a very detailed report of everything I've done regarding
Calibrating Car Cornering Capabilities I think it is presented a little better/neater than the bits scattered throughout the forum.
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Another neat thought I've had, ever since modifying his shifting behavior to be faster off the clutch he has some issues in some cars with burning up the clutch. Actually it reminded me that I purposefully made it slow before because of that exact issue, however I don't really like want to undo those changes, although it would make him less likely to burn a clutch. I have a brilliant idea for collecting some data on the car that would actually allow the driver to know if he is slipping the clutch or not. A quick run down, put him in a car, have him accelerate through each gear slowly. Measuring / collecting data,
go figure, on: speedometer/physical speed vs engine speed (rpm). Collect enough data to create a line that would be the expected values. If the engine speed is then above the rpm speed it should be for a given speedometer / physical car speed then the driver would know he is slipping the clutch and should release the throttle a bit.
Not sure I like that idea completely though I think it could work pretty good, it isn't really how you or I drive - although, I would tend to lift when "hearing" the slipping, so maybe it isn't such a bad idea? Thoughts on this matter? I probably won't jump on improving the clutch issue anytime soon, as I really want to get Driver Logic v3 started, I'm really excited about the prospect of following a line that is planned on the fly in an accurate fashion.
Thanks for reading, leave some comments about the shifting, and be sure to check out the link for the calibrating capabilities article if interested!