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d000hg

Some real world data for cars?

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I'm implementing drive-train and tyre models at the moment, and they're sensitive to the forces/torques that get used. I've tried to work out some approximations from a car's maximum acceleration and mass etc, but I'm very keen to check what a typical torque is to the drive axle, and the maximum frictional force between the tyres and the ground. Also, I've read about 6 degrees gives maximum lateral force for slip angle, but what value of slip ratio for maximum longitudinal force? -1 means the wheels are locked, 0 that they are rolling freely, +1 that they are rotating 2X as fast as the speed over the ground etc...

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All that stuff changes from car to car and from tire to tire. Maximum acceleration is defined by the torque curve of a car, and stuff like that. The stuff with slip ratios and slip angles are often defined by a Pacejka curve.

This is a good site to read. That site explains most of the stuff, like how to get a physically accurate drive model. That way you don't need to define "maximum acceleration" since the engine data and stuff you give your game will do it automatically.

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I know that a good drive system won't need such things, but values for friction are needed in some fashion. I don't have the full engine model yet but I want a rough figure for torque - 100s of Nm, thousands etc... and maybe a few torque curves I can compare to get a generic torque curve for a simulated engine. Also the torque from 'friction' on rotating axles etc needs to be considered.

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any lifestyle magazines about sportscars should have a rough power and torque curve, or at least things like the peak torque at given RPMs, and maybe gear ratios, final drive ratios, ... I remember that data about corvettes are pretty abundant on the net.

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