104 lines
3.8 KiB
HTML
104 lines
3.8 KiB
HTML
<!DOCTYPE public "-//w3c//dtd html 4.01 transitional//en"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<!--
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copyright : (C) 2003-2004 Bernhard Wymann
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email : berniw@bluewin.ch
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version : $Id$
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Permission is granted to copy, distribute and/or modify this document
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under the terms of the GNU Free Documentation License, Version 1.2
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or any later version published by the Free Software Foundation;
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with no Invariant Sections, no Front-Cover Texts, and no Back-Cover
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Texts. A copy of the license is included in the section entitled "GNU
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Free Documentation License".
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-->
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<head>
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<title>introduction into pit stops</title>
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<link rel="stylesheet" type="text/css" href="../../../css/format.css"/>
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<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1"/>
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<meta name="description" content="introduction into pit stops"/>
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<meta name="author" content="Bernhard Wymann"/>
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<meta name="keywords" content="torcs, berniw, bernhard wymann, pit, pit stop, strategy"/>
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</head>
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<body bgcolor="#ffffff">
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<table class="maincontent">
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<tr>
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<td class="maincontent">
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<h1>8.1 Pit Stops</h1>
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<h3>Introduction</h3>
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<p>
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In this chapter we enable our driver to perform pit stops. First let us discuss
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what they are good for and which steps we need to stop in the pit.
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You already know that your car can get damage during
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the race and consumes fuel. To reach the finish line in longer races we need to be
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able to repair and refuel our car (tire wearing and changing is currently
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not implemented in TORCS).
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Damage is modelled as damage "points", if you reach 10000 you are not able
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to drive further. A pit stop consists of the following steps:
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</p>
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<p>
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<ul style="list-style-type:disk; color:black;">
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<li>Decide that we want to stop in the pit (strategy).</li>
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<li>Drive into the pit lane with respect to the pit speed limit.</li>
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<li>Drive to our pit and stop here, request the pit stop in TORCS.</li>
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<li>When the car is slow enough and in the pit the simulation "captures" our car
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and asks us for the damage to repair (in damage "points") and how much fuel we need.</li>
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<li>TORCS repairs and refuels our car.</li>
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<li>The car becomes released, we drive to the pit exit with respect to the speed limit.</li>
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<li>Back to business, race further.</li>
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</ul>
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</p>
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<p>
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You might have recognized that we do not ask if our pit is free, that is because
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TORCS provides currently one pit per car (not per team). From the above list we can derive the
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items we need to implement:
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</p>
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<p>
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<ul>
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<li>A path to the pit and back to the track. We will use a spline to
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compute an offset to the middle of the track (do you remember the overtake offset?).</li>
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<li>A strategy part which decides if we need a pit stop.</li>
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<li>The callback which tells TORCS how much repair and fuel we need.</li>
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<li>An additional filter for the brake value to stop in the pit.</li>
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<li>Some helper methods.</li>
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</ul>
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</p>
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<h3>Summary</h3>
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<ul style="list-style-type:disk; color:black;">
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<li>You know what pit stops are good for.</li>
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<li>You know about repairing, damage "points" and refueling.</li>
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<li>You have an idea what we need to implement.</li>
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</ul>
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<br/>
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</td>
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</tr>
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</table>
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<table class="navigation_foot">
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<tr>
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<td class="navigation_foot">
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<a href="./ch8.html">
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<p style="text-align:left;">Back</p>
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</a>
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</td>
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<td class="navigation_foot">
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<a href="./splines.html">
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<p style="text-align:right;">The way to the pit.</p>
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</a>
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</td>
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</tr>
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</table>
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</body>
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</html>
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