Thanks for your answers !
Well, indeed it doesn't help that much ^^ Instead of focusing on fun, i know at least a part of the posting people seems to want to have the basic physics right. So knowing if a typical car launched at X velocity should more or less stop in 1 sec or 100 sec might help future beginners to start implementing physics. I know i really had a hard time to get the basics right, and the lack of reference values was a great pain.
AFAIK, most of 2D simulations simulates a part of inner 3D (eg : weight transfer), and as long as you consider driving on a flat surface, things are quite similar. For a beginner starting right away with 3D terrain and car model might be a good thing to make stupid mistakes.
A few weeks ago i asked if a lateral pacejka force should be applied lateraly to wheel body or to car model, and response was not clear to everyone. A LOT of basics things are not well understood by beginners, and we have a few people here who have successfully created full racing games. So again, i think it might be a good idea to have some shareable and stored knowledge on the subject.
As for the "what is fun" part, i guess you are right. But again AFAIK, getting controled drifts and natural car behaviour is kind of what every carsim dev wants,no ?(independant of arcadish/simu considerations)
I haven't been able to find very simple and important car setup parameters, so why not trying at least to share those somewhere ? My max_steer function comes from a 3D game and it works well for my 2D sim ;) I really think we can try to bring light to some dark places, instead of always creating topics to ask something precise and then realize a few answers laters that we have missed other things or that we just didn't think of a key feature. Almost all car related topics end like that. And the only tutorials are the one from marco, gamedev and unity, which i personnaly think are really vague on a lot of key subjects like proper car inputs management or how pacejka works. And PHORs is way too complicated for most readers to implement it i guess. I know i do not want to implement the Maths, altough the reading helped me to understand many things.
Well, the 1000Hz value in test/dev purpose allow us to be sure any instability does not come from there. Objective of the thread is to try to enlight newcomers to the subject. For a game in early prototype stage, the computer can handle it well. And everyone is free to adapt the value to its needs later, but for the scientifical accurate part, i think 1000Hz is doable and a simple value.
Probably a 100Hz or 200Hz physics rate should be enough if the car isn't too stiff
Sorry, i meaned load transfer and not weight transfer, i offen misuse those two words. My dynamic load transfer happens with acceleration in the car body. So to know the real weight on a body point, i have to find out its distance to CG, and then use long/lat acceleration. As i do not use a physics engine (except for the collision detection part), i code weight transfer as much as simple forces integration. So AFAIK it cannot happen automatically unless i use a real 3D engine and feed him with some values. I get front/lat acceleration depending on current acceleration values, which themselves depends on previous ticks generated forces.
Use wheel distance to CG to calculate weight transfer lateraly and longitudinal. Combine those two.
This is most probably wrong... you don't calculate weight transfer, it should be automatically happening in your rigid body physics
The real weight transfer, which happens when the car CG is displaced occurs indeed automatically as a suspension or an other is going up or down. I'll edit my post to use correct terms.