Your video is awesome!!! I really love your work, it feels natural and youve got the tire sounds pretty nicely done.
Thanks! Your drifting stuff is cool, that's what I was after :)
The tire sounds are very simple, using only one skid sample!
I'm precalculating long/lat optimal slips and based on those values just adjusting the frequency of the sample (playing 4 looping instances) according to the current slip values.
eg:
skid_start = opt_sa * 0.8 << the slip value when the sound starts playing (low freq)
skid_max = opt_sa* 1.2 << the slip value when the sound reaches it's highest freq
skid_mark = opt_sa * 1.0 << when skidmark appears
using the current_sa and the above thresholds, I just set the frequency between 18000 and 24000Hz (the sample is in 22Khz)
Fade-in/out the volume is just a nice touch to it ;) And the same goes to longitudinal slips.
Tire model, belive it or not, I'm using the old pacejka89 tire model.
I do! And I'm using that too :D
For pure slips the Pacejka89 is perfect, problems come when combining Fx/Fy. I have 6-7 different methods here for the "friction circle". All of them are good in some way but all of them have weirdnesses, I haven't found the "one-fits-all" model yet :(
mah I don't really think about bias. I have an open diff, to make a salisbury I just calculate the slip between the diff cage and the arms and apply friction from the clutches based on that, it all works out by itself.
I'll give it a try. Also I was thinking about using the torque-bias to determine the clutch factor, so it could work for both power and coast locking.
BTW, great stuff both of you. Are you using some game engine for your things or custom code?
Thanks! It's 100% custom code, but only DirectX 8, so it looks like %$#!! compared to WhateverMan's :)