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tyre models

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Hi, Is there anyone here, making car simulator? I''m one of them So what tyre models do you use for car sim games? Which ones are the best? Any resources, docs about them? Thanks

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usually, the pacejka formula is used to give a good approximation of tyre physics in games.

and here''s another one, modeling car physics

http://home.planet.nl/~monstrous/tutcar.html

and if you look for the Physics Of Racing Series by Brian Beckman, it''s a goor read.

also

http://www.oxforddynamics.co.uk/

and obviously, the daddy of all

http://www.racer.nl/

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Thanks oliii
I have heard and read about Pacejka model. As far as I know it''s only good for tarmac, and the composition of the lateral, and longitudinal force is problematic, or not well defined.
I''m writing an offroad sim, with tarmac, mud, grass, water surfaces. Do you think that this model is good for it? Don''t you know about different models?

Thanks

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hmmm, no really. I can understand while the model is not suited to offroad racing, since the curve should be a lot more gentle, and I don;t know if pacejka can do that. And since I never tried implementing the pacejka stuff, I dunno

I''d think it''s worth a try, with very forgiving values, so you stay in the slip interval most of the time. I''d certainly try to keep an single tyre model for all surfaces, with surface properties tweaking the tyre behaviour. It''s hard enough to come up with one solution

there was another car tutorial, but I seem to have lost the link. it implemented a slightly different model from the pacejka formulae, based on micro collisions and other weird stuff. there was an unexplained constant in the paper, which was in range [0.5, 1.0f] as far as I remember. I''ll try to dig it out.

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I would like a tyre model based on physical laws, a model which somehow handles the flexibility of the tyre. These models can also be developed, extended.

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