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About Edy

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  1. Limited-Slip Differential and friends

    That's it. These differentials typically have a "Lock" function as well to link front and rear axles. It's a way of describing it. It's also a kind of "soft lock": the differential wants both shafts to rotate at the same rate (as in the locked differential), but applies a limited torque to achieve it. I'd describe the effects of a locked diff in more wide terms: Coasting: understeer Accelerating: understeer Too much throttle when accelerating: oversteer, increased risk of loosing control (or initiating drift if done on purpose). Too much engine brake when coasting: oversteer, risk of loosing control. I'm not sure that an open differential would such defined effect on handling. An open diff may reduce the performance due to some wheel getting most of the power. Most of them, except the smallest ones. It's always an open differential. Current LEGO Technic catalog includes these cars with differential: First Responder Rally Car Porsche 911 GT3 RS The Porsche model includes not only differential, also a dual-clutch gearbox with paddle shifters (!!). Check out the video in the page. BTW, I've ordered it today
  2. Limited-Slip Differential and friends

    Thank you! I've been playing around with differentials since I was 8. It turns out that most LEGO Technic cars come with differential. Playing with a differential in your hands hugely helps to get the point on how it works and the torques and constraints involved. I recommend you to get one of those sets! Yes, I've modeled a Torsen differential based on the information available, but I hadn't validated the model with actual data yet. Here I'm talking on "standard" differentials with symmetric geometry providing the same torque to both ends. I won't cover asymmetric or epicyclic differentials, which provide different torques to each end. In order to understand differentials we can examine the "spectrum" of the locking effect provided by the differential. At one end we have the open differential, where both shafts rotate freely according to the rotational constraints only. At the other end we have a fully locked differential, which behaves like a rigid rod and both shafts are forced to rotate at the same exact rate. The differential may be partially locked in between. So we have a continuous range of differential looking, from 0% (open) to 100% (locked). This looking percentage is achieved by applying torques to specific parts inside the differential. The car used in my drifting video has a permanent 100% locked differential. This is terrible for maneuvering in the parking area (rear wheels are constantly bouncing when steering in close turns), but it allows to easily break the adherence of both rear wheels for initiating and maintaining the drifting effect. The different types of differentials have different conditions that trigger the differential locking effect and the amount of it. For example: Viscous differential: a constant amount of locking effect, no matter the state of the wheels or the transmission. Clutch pack: the locking effect is triggered by the input torque coming from the transmission. This torque pushes a series of clutches that progressively lock the differential. The amount of locking effect depends on the input torque and the differential setup (clutch friction, cone angles...). If one wheel is in the air this differential behaves like an open differential. Torsen (as I've interpreted it - might not be entirely correct, needs validation). Locking effect is based on the output torques being biased among both shafts proportionally to the output with less resistance. If one wheel is in the air this differential behaves like an open differential (zero resistance in one wheel). The differential has a great influence in the handling. When a differential is fully locked the car tends to go straight. The rear axle becomes a rigid rod that fights against the car steering. However, the locked differential makes easy to break the adherence of both wheels simultaneously, which is useful in some driving styles. An open differential facilitates the steering, but the car might lose traction in some situations due to one wheel slipping when applying throttle or engine brake. The differential typically affects the understeering / oversteering behaviors when entering and exiting the curves. This is why it may be configured with just three parameters: preload: minimum, permanent locking effect in any situation. power: locking effect when applying throttle coast: locking effect when coasting / applying engine brake If one of the wheels (surely the interior wheel) tends to spin when entering or exiting the curves then you'd need some amount of differential locking effect. But if your differential applies too much locking effect, you may find that the car tends to go straight in that situation. The proper balance gives you the best performance.
  3. Limited-Slip Differential and friends

    I've implemented a setup like that. This one uses that exact tree of 7 differentials chained: However, in reality these vehicles use a so called H-drive drivetrain. There's a single center differential, then the drive wheels at each side are linked together.
  4. Simple ray-cast vehicle

    You have to add some damping to the suspension, otherwise it would hardly stop oscillating. A basic suspension could be implemented like this (pseudocode): contactDepth = maxHitDistance - hitDistance; contactSpeed = (lastContactDepth - contactDepth) / deltaTime; lastContactDepth = contactDepth; springForce = contactDepth * springRate; damperForce = contactSpeed * damperRate; forcePerTire = RaycastDir * (springForce + damperForce); You would then configure the suspension with the springRate and damperRate parameters.
  5. Today's work: implement, test and configure new devices for VPP #unity3d #madewithunity https://t.co/nrthLNaduB
  6. raycast vehicle physics problem

    That would be the black arrow in your drawings, right?
  7. Car skidding behavior

        Most likely, yes, the car spin will be even worse.    When the wheel is rolling freely (no throttle / brake applied) then it can use all its grip on the lateral force. When throttle is applied causing the wheel to sping faster than the ground then the force direction is deflected forwards, which means that less force is available for compensating the sideways sliding. Thus, the car will likely continue spinning.    I've been doing drifting myself [VIDEO]. The key factor is controlling the throttle carefully. The steering wheel will be mostly rotating itself and all you have to do is apply minor corrections. For example, at around minute 1:20 you can hear how I lift the throttle in order to allow the car to end the spinning. There are many situations in the video where I'm applying throttle gently or no throttle at all while sliding laterally in order to control the car's spin rate.   Later, I applied those lessons to my own simulation model, Vehicle Physics Pro [VIDEO], with great results.
  8. Upgrading your project to Unity 5.5? Ensure to use 5.5.0 patch 3 or newer. Fixes broken RB interpolation. https://t.co/2YvEc9MKSn #unitydev
  9. Hint for Edy's Vehicle Physics: hover the speed labels for showing the unit conversion (km/h, mph) https://t.co/xyvYxIP5d6
  10. I've just added detailed information on tires and tire friction to the VPP documentation: https://t.co/mPJdOxAGJG https://t.co/xAmDgbbzDb
  11. What a fantastic feedback on Edy's Vehicle Physics and other outstanding packages! https://t.co/3ExuiO5nkI #unity3dhttps://t.co/LVr6qsdcnj
  12. Edy's Reality Vehicle Physics :D Learning vehicle dynamics the hard way https://t.co/WEL0dHjWgm
  13. Systems of gears (Car simulation)

    Can you share your conclusions with the rest of the class? :)
  14.     No, it's not guaranteed. Frames can be skipped in a variety of situations. For example, the CPU of the device might not be able to keep the requested frame rate.   Video game engines typically have two different loops running at the same time: Fixed timestep loop. This runs at fixed timestep (i.e. 0.02 sec, which is 50 Hz). No frames are ever skipped in this loop, even under high CPU loads. In that case the game might slow down. The logic of the game should run here (physics, movements, decisions, etc), so the result will always be the same no matter the cpu load, vsync or refresh rate. Visual loop. This runs once per visual frame. Time step is variable here depending on the refesh rate. Frames might be skipped under heavy CPU load. All visual stuff, art stuff, and any "expendable" stuff should run here. The code here would take the current state (which is calculated in the fixed timestep loop) and update the visual entities accordingly. The point is that even if this loop is not running, the game would still run properly but without visual output (as the logic is executed in the fixed timestep loop). As example, you can take a look at the execution flow of the Unity 3D engine here:   https://docs.unity3d.com/Manual/ExecutionOrder.html (scroll down for the flow chart picture)   The fixed timestep loop is named "Physics" in the chart. The Visual loop is the rest of the loop below Physics. Note that the "Game Logic" label is not correct in that chart. I think this is a "legacy" definition, as in the beginning of Unity the game logic was typically developed in the visual loop.
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