I have a comprehension problem when i want to define the car speed in my simulation.
Lets make it simple :
There is 0 slip and the car should go as fast as the rear wheels rotation goes.
TorqueEngine = 200;
TorqueDrive = TorqueEngine * gearRatio * differentialRatio * transmissionEfficiency;
ForceDrive = TorqueDrive / WHEEL_RADIUS;
rearWheelsAngularAcceleration = TorqueDrive / (getCylinderInertia( 75, WHEEL_RADIUS) * 2);
rearWheelsAngularVelocity += rearWheelsAngularAcceleration * TIME_STEP;
acceleration = ForceDrive / mass;
velocity = velocity + (TIME_STEP * acceleration);
position = position + (TIME_STEP * velocity);
What i don't understand is the fact that we calculate the acceleration with the ForceDrive / mass...
But the rearWheels rotation depend of the inertia... ?
In my simulation, how can i get the wheel turn in a realistic behavior compared to the car speed ???
Right now, too slow or too fast... (It depends on the amount of inertia i set)...
I am a little bit confuse.
Any help or comment would help a lot.
Thank you very much for any answer.
Regards.