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Found 28 results

  1. Hi to all, this is my first post and i just signed up to this forum to eventually get some help on this topic... I am also learning math/physics related to vehicle physics... and i already did some implementation on vehicle based on some papers and other programs available for Unity Engine. I wrote a tire simulation based on Pacejka ( from Brian Beckman's paper ) and i had the vehicle traveling well enough for a time until i started to add more of the torques applied naturally to the tire. This might sound a little noobish but i try learn So i am having problem to understand how you would integrate all the torques/forces applied to the tire and then calculate the angular velocity from all of these torques/forces. 1. What are considered all of the basic torques/forces applied to the tire in order to get it work correctly ? What i am doing now is: adding free rolling based on wheel velocity ( a little confusing while there may be some driving torque also applied, and also saw another implementation that there is no free rolling calculation but it is somehow coming into the simulation ) adding drive torque from engine adding friction torques ( brakes / handbrakes) My problem is that if i change the order of these forces, i get some weird problems like torque from engine is no more applied. 2. So is there a correct order of adding all of the needed forces or they can be added in any way ( for example first engine torque and then brake torques or vice versa etc... ) ? 3. Do you need to zero out the angular velocity in the beginning of the frame or it is continuously integrated over time ? If someone could try explain the idea behind correct way of applying forces and calculate angular velocity would be so great ! Thank You !
  2. Hi everyone. I'm working on a vehicle (more specifically: cars) simulation in Unity3D with a complete drivetrain system of engine, gearbox, differential, and wheels as separate components. Each component will update itself with the torque passing through the system. More specifically: The torque starts from the engine initially, then through the clutch and gearbox to the differential, where the torque is splinted appropriately to two sides (either active wheels or axle differentials). The wheels update themselves and pass the force to the rigidbody. The feedback torque from the wheels is then passed through the system back the the engine in the next step to determine engine torque for this next step. Currently my system is at early step where the engine never stall, the clutch is permanently locked. So the engineRPM is a simple (wheelLeftRPM + wheelRightRPM) * 0.5f. I'm trying to simulate the open differential by splitting the torque 50-50 to both active wheels simply: wheelLeftTorque = wheelRightTorque = engineTorque * gear * 0.5f. This works OK when the torque comes from the engine. But in the case where the torque comes from one of the active wheel or outside, for example, when the car is jacked up and one wheel got spun when the engine is not running. In this case, the other wheel will spin the other way. I've watched some videos about open diff to be able to understand this. When one wheel is spinning and the diff case is held static, the spider gear that sits in between the side gears of two wheel axle, would spin (because the sun gear that the spider gear is connected to is held static, so it can only spin on its own axis). This rotation of the spider gear transfer rotation of one side gear to the other, making the other wheel spins the other way. Mathematically, since wheelSpeedLeft + wheelSpeedRight = 2.0f * CageSpeed, when CageSpeed is 0, then wheelSpeedLeft and wheelSpeedRight must have opposite sign, which illustrates the opposite rotations of the wheels. However, that's in term of speed and power flow. Since I'm working with torque, I don't know how the flow of torque going from one wheel to the other in this case. What is the amount of torque that goes from one wheel to the other? How should I model or come up with a formula that covers both cases when torque comes from the engine or from one side, or rather, fully cover the full flow of torque in the diff? The final answer that I need is the amount of torque that will flow to each wheel. Thank you very much.
  3. Azain Khan

    Turbocharger Implementation?

    Hi everyone. I'm trying to create a turbocharger. However I can't find a mathematical model of the turbocharger on the internet. So, it would be very helpful if some fellow GameDev could explain Turbocharger and how to implement it. Thank You.
  4. Hello, I have implemented a structure based in Node (particles) and Beams (edges), to perform a cloth simulation. ( like BeamNG does to perform deformation physics ) I'm wondering to know how could I stop constraint relaxation dynamically after some crash, to simulate a car chassis crash and avoid a complete recovery due to constraint solving. (this is my current constraint solve code, more in http://web.archive.org/web/20080410171619/http://www.teknikus.dk/tj/gdc2001.htm ) Thanks
  5. Antonio Schwuchow

    Second post - Lots of content already made

    The idea is that this "bochos" (more car pardoys in the future) come and hit you, you can loose passengers so you earn less money. From time to time, the bus arrives to the bus stop to refill with passengers. Basically thats it. I think it looks cute on that screenshot. The game is designed for a portrait view on your phone: Icons and fonts are based on the originals from Mexico Citi´s subway system. Im still experimenting with the camera view and perspective style. Now a sneak peak of the "vapor" mode:
  6. Hi, A couple of weeks ago the gyroscopic precession popped up regarding helicopter rotor physics. I'm just wondering if this has a significant effect in car physics. I tried to look around about this, but haven't found any useful material. I'm thinking of fast spinning wheels and the engine/flywheel itself ?! As the engine reaction torque produces visible feedback on suspension/chassis...etc. this might be a valid question. If so, I also haven't found info on how the position of the applied force changes. When the gyroscope is spinning the forces are applied 90° away that's clear, also when it stands still, this rule doesn't apply I suppose. But, what's in between?? hanks for any idea.
  7. PRICE DROP The game has had a price drop recently, making it even more attractive to get in a tank and blast virtual baddies. So read what the reviews have to say and give it a go! BONUS NEW UNIT This update includes a new unit: the missile tank. https://www.pinterest.nz/pin/26247610314636291/ The Missile Tank only appears in zone 4 - so later in the campaign - and appears primarily in fortress assaults and defence levels, but may appear elsewhere. The sneaky unit has the ability to fire a large homing missile at a target from a distance. This missile is deadly but slow moving and can be shot down. If the player is targeted, a warning will appear on the HUD and the direction of the missile can be see from the radar, so keep an eye out!
  8. Brandon Sharp

    TMNT Party Wagon

    This is my TMNT party wagon. I know its super messed up but it was my first real big project car. I found a blueprint of the car on a Episode of TMNT and when i uploaded it to my 3D program I noticed it was centered. So thank you to whoever rendered that one frame, because its all I needed. I made some custom textures and a UV layout from scratch. It's not exact but hey i think it looks cool. I will defiantly go back in and redo this now I have better knowledge of topology.
  9. sprotz

    Car Spinout in Unity

    How do I go about adjusting the tendency for a car to spinout in Unity? The standard assets car physics have drifting but no spinout. I read that spinout is caused by the rear tyres losing traction but I think rear traction is dynamic, not static. Does it depend on lateral velocity of the rear wheels? I need at least a tutorial with code example (in javascript) if not a demo project. There is a similar topic here: https://www.gamedev.net/forums/topic/686144-car-skidding-behavior/ , but the answer is half complete. It says that braking shifts the car load to the front thus reducing friction on the rear wheels. Perhaps I could put in a code that accordingly adjusts friction on the tyres depending on braking or acceleration action, with braking reducing rear traction, and acceleration reducing front traction. Also making motor force directly proportional to the traction on a set of wheels, depending on whether it is rear wheel drive, front wheel drive or 4WD. Making a turn without accelerating or braking also shifts the car load in one spot, I assume, affecting traction on each of the four wheels because of suspension, and because lateral friction is higher than forward friction, making a sort of 'sideways braking', with areas of less load getting less traction. OK, I have found a pdf ebook that discusses vehicle physics in games here: https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc12/Srisuchat/Thesis.pdf And below is the solution I got combining these equations to calculate the weight load on each of the four wheels when cornering and/or braking. Hope this is right. So here is the procedure for each tyre: calculate the static load on each axle (front load/rear load equation), divide by 2 to get the load on one tyre Calculate and Add the forward weight shift(subtract for rear tyres), divide by 2 Calculate and add the Lateral weight shift (subtract for tyres on the side the car is turning), divide by 2 if centered center of gravity, if not, multiply by c/L for front tyre, by b/L for rear tyre
  10. Hi, I'm trying to fix physics in openrw. Actually we have two problems: - high velocity cars can clip through world geometry https://github.com/rwengine/openrw/issues/76 - weird work of suspension, actually we have tuned susp length, sitffness and max travel to make feel of riding maximal possibly real. But level of stiffness is to high. It's easy to flip vehicle. With reduced level of stiffness and optimal max travel; susp length, wheels are sinking. topic: https://github.com/rwengine/openrw/issues/416 two main files with physics : https://github.com/rwengine/openrw/blob ... stance.cpp https://github.com/rwengine/openrw/blob ... Object.cpp Example of problem: https://youtu.be/m87bJxE9hnU?t=2m50s I will be grateful for help. Btw. running openrw requires gta3 assets I have one steam key for gta if you want to try to test it.
  11. Our first racing project - Supercars Racing. Took over 4 months to complete. Simple AI and physics. Just tried to play with Unity3D and to make something nice looking. Game Description: Enjoy dizzying races on the world's most varied and exotic racetracks. Challenge the most desperate and ruthless racers on the planet and become the undisputed champion. Graphics from the game: renders of levels and cars > Windows Version: Download Free Full Version for Windows or Mirror to Download Windows Version > Mac Version: Download Free Full Version for Mac or Mirror to Download Mac Game
  12. Hey guys, We are working on a project that revolves around driving different types of vehicles. We have already created a basic driving mechanism that works very well, but one of the problems we are having is that the vehicles are obviously rotating around their middle (or more precisely, around their center of mass) which doesn't look too realistic. Moving the center of mass towards the front of the vehicle gave a bit better result, but it makes the vehicles more unstable on frontal collisions and bouncing when encountering terrain unevenness. Our goal is to have the front wheels turn first and "pull" the rest of the car behind them. We are not using wheel colliders, rather one rigidbody (attached to the body of the car) to which we add forces and torque. The code itself is pretty simple, it calculates the turn vector with regards to car mass, user input and some other parameters that we added to each vehicle to differentiate them, and then add torque to the car rigidbody with regards to that vector. My question is, have you encountered this problem, and what would be your suggestion on solving it? Thanks
  13. This whitepaper was originally posted on the Unreal Engine Blog bySebastien Miglio at https://unrealengine.com/en-US/blog/create-photoreal-car-windows-in-unreal-engine. The original whitepaper by Min Jie Wu and edited by Robb Surridge is available for download at here. Republished with permission. Automotive glass can be a particularly challenging element for real-time automotive rendering. In the real world, car windows involve a complex interplay of light as it passes through multiple layers of material with different physical properties. These results can be difficult to imitate in a real-time renderer, while achieving an acceptable balance between physical realism and a fast enough frame rate. And to make things even more difficult, the windows of a car naturally attract the viewer’s attention — especially the windshield. Any unrealistic artifacts or reflections can easily destroy the overall effect of an otherwise high-quality rendering. This paper describes an approach to designing windshields in Unreal Engine 4 that delivers photoreal results in real time. See the results of this technique in the award-winning short film, The Human Race: Mesh Structure This technique begins with the way the windshield is modeled. The windshield needs to be made up of four independent meshes or mesh groups. Each of these four meshes needs to be single-sided. The following diagram summarizes the layout of the meshes: Figure 1: Mesh layout There are two outer layers of the windshield, Mesh 1 and Mesh 2, that have their normals pointing outward toward the exterior of the vehicle. These are represented by the red and yellow lines. There are two inner layers, Mesh 3 and Mesh 4, that have their normals pointing inward toward the inside of the vehicle. These are represented by the green and blue lines. This detail view shows how these four meshes are arranged with respect to each other in 3D space: Figure 2: Mesh arrangement in 3D space Mesh 1, the exterior reflective layer, forms the outer skin of the windshield. It will provide the reflections that you see from outside the vehicle. Its normals point outward from the vehicle. Figure 3: Mesh highlighted in orange At a distance of half the windshield’s total thickness, you have Mesh 2, the outer tint layer. When you look at the windshield from the outside, this layer tints your view of the inside of the car according to the color of the glass. Its normals also point outward, in the same direction as Mesh 1. Figure 4: Mesh 2 highlighted in orange Figure 5: Mesh 3 highlighted in orange Back to back with Mesh 2, you have Mesh 3, the inner tint layer. When you look out through the windshield from inside the car, this layer tints your view of the outside surroundings according to the color of the glass. Its normals point inward. Figure 6: Mesh 4 highlighted in orange Finally, at the innermost extent of the windshield, Mesh 4 provides the reflections of the interior of the car that you see when looking out from the inside. Its normals point inward. The following image shows the Static Mesh Actors for these four meshes in the World Outliner in the Unreal Editor: Figure 8: Static Mesh Actors in the World Outliner Below, all four layers are shown in the viewport of the Unreal Editor, in wireframe and lit modes: Figure 9: Four layers in the viewport Material Design This technique requires two different translucent Materials: A reflective Material, which you’ll apply to the exterior and interior surfaces of the windshield. A tint Material, whose only job is to color the things that you see through the glass. Material 1: Reflective The goal of this Material is to handle only the light that gets reflected off the glass. We want this layer of the windshield to be fully transparent when we look at it straight on, but very reflective when we look at it at a grazing angle. To model this in Unreal Engine, we need to start with a translucent Material. When you select your Material’s output node in the Material Editor, set the following values in the Details panel: Set the Blend Mode to Translucent. Set the Lighting Mode to Surface TransparencyVolume. Enable Screen Space Reflections. Figure 10: Details panel in the Material Editor for the reflective Material In the Material’s graph, we set it up as a mirrorlike chrome, but we also tie its opacity to the camera’s viewing angle using the Fresnel node. Make the Base Color white. Set the Metallic and Specular inputs to 1.0. Set the Roughness input to 0.0. Ordinarily, a white, perfectly reflective, and perfectly metallic surface would have the appearance of smooth chrome. However, we also attach the Fresnel node to the Opacity input of the material’s output node. This makes those crisp reflections appear only where the curvature of the glass causes us to see it at a sharp enough angle for the Fresnel function to begin affecting the opacity. Anywhere the viewing angle is close to the normal of the mesh, the glass remains clear. Figure 10: Materials graph Car windshields typically use an athermic glass, which has slightly more reflectance than plain glass. The following image illustrates how the reflectivity of the athermic material changes over different wavelengths of incoming light: Figure 11: Material graph for the reflective Material To simulate this physical property, and make your reflections fit your scene more accurately, you can adjust the values of the Exponent and BaseReflectFraction inputs that you pass to the Fresnel node (called EXP and Intensity respectively in the Material shown above). This gives you control over the strength of the reflections and how they fade over the curvature of the glass. Figure 12: Effect of passing different input values to the Fresnel node Material 2: Tint The goal of this Material is to handle only the light that passes through the glass. We want this layer of the windshield to ignore reflections completely, but to color light that passes through the glass according to the tint of the windshield. To model this in Unreal Engine, we need another translucent Material. When you select your Material’s output node in the Material Editor, set the following values in the Details panel: Set the Blend Mode to Translucent. Set the Lighting Mode to Surface TransparencyVolume. This time, disable Screen Space Reflections. For this Material, we want to avoid all specular and reflective contributions. A simple way to set up the graph for this Material is to use a constant Opacity setting. Make the Base Color the color of the glass. Always use a Specular input of 0.0. This allows light to pass evenly through the glass. Use a Roughness input of 1.0. Use the Opacity channel to control how dark the glass is — that is, how much of the interior of the vehicle you can see from the outside. You can vary this value freely to make the tint effect as strong as you need it to be. Figure 13: Details panel in the Material editor for the tint Material Figure 14: Material graph for the tint Material A slightly more sophisticated setup is to vary the opacity of the glass based on the viewing angle of the camera, as we did in the reflective Material above. In the reflective Material, increasing opacity adds to the strength of the reflections. However, in the tint Material, increasing the opacity simulates the greater absorption of light as it passes through the glass at a sharper angle. The effect is that as your viewing angle increases, less light comes through the glass, and the objects on the other side become harder to see. Figure 15: Material graph for the tint Material, with optional absorption setup You can control the strength of the effect by raising or lowering the value of the absorption parameter shown above. However, this effect works best when you keep it very subtle. If you choose to use absorption, we recommend keeping the value below 0.1. Mesh and Material Assignments Now that you have your Static Mesh Actors and your two Materials ready, you need to assign the correct Materials to the correct Actors: Mesh 1, the exterior reflective layer: Assign the Reflective Material. Mesh 2, the outer tint layer: Assign the Tint Material. Mesh 3, the inner tint layer: Assign the Tint Material. Mesh 4: the interior reflective layer: Assign the Reflective Material. Sorting Translucency The final step in using this technique is to set up the translucency sort priority for the four Static Mesh Actors. When Unreal Engine needs to render multiple translucent objects that overlap in the camera view, it has to draw the objects in back before the objects in front. To figure out the drawing order, it compares the distance from the camera to the origin point of each object’s bounding box. Although this works most of the time, this strategy is not perfect; it can occasionally result in the rear object being drawn in front. To avoid that possibility, we can give the Engine a hint by setting the Translucency Sort Priority option for each of the four Static Mesh Actors in the Level. To find this option, select the Static Mesh Actor for each part of the windshield in either the Viewport or the World Outliner, scroll down in the Details panel to the Rendering section, and expand the advanced properties. Set the Actors to use the following values: Mesh 1: 1 Mesh 2: 0 Mesh 3: 0 Mesh 4: 1 With these settings, the Engine always chooses to render the inner layers of the windshield behind their corresponding outer layers. This retains the correct order for windshield rendering even if the camera flies into or out of the car. Conclusion With four Static Mesh Actors and two Materials set up as described above, you can achieve high-quality, realistic, and performant glass for any automotive rendering project in Unreal. Learn more about Unreal Engine at https://unrealengine.com. [Wayback machine archive]
  14. A global update for the "Character Interaction" package has been released. For more information click here. https://www.unrealengine.com/marketplace/character-interaction
  15. Hello again everyone, we are delighted to announce that our latest fictitious LMP1 (VSC Prototype) car body content addition is nearing completion, stay tuned for updates! Virtual SlotCars is currently on Steam Early Access, click here for more information! " A Le Mans Prototype (LMP) is the type of sports prototype race car used in the 24 Hours of Le Mans, FIA World Endurance Championship, WeatherTech SportsCar Championship, European Le Mans Series and Asian Le Mans Series. Le Mans Prototypes were created by the Automobile Club de l'Ouest (ACO)." All the best, VSC team :)
  16. Zayfod

    VSC Prototype body concept

    Hello again everyone, we are delighted to announce that our latest fictitious LMP1 (VSC Prototype) car body content addition is nearing completion, stay tuned for updates! Virtual SlotCars is currently on Steam Early Access, click here for more information! " A Le Mans Prototype (LMP) is the type of sports prototype race car used in the 24 Hours of Le Mans, FIA World Endurance Championship, WeatherTech SportsCar Championship, European Le Mans Series and Asian Le Mans Series. Le Mans Prototypes were created by the Automobile Club de l'Ouest (ACO)." All the best, VSC team :)
  17. Hi guys, check out our new game about sticks. Feedback welcome! Download on Google Play: https://play.google.com/store/apps/details?id=com.stickman.destruction.annihilation3 Youtube: Stickman Destruction 3 Annihilation is a sequel to the legendary game of survival, where to make incredible tricks, driving different transport and getting into different crash! The game is made in the best traditions of simulator games with ragdoll physics elements. Make incredible jumps and tricks and destroy the enemy! Your task is make the finish alive or dead! Website: http://strifexxx.wixsite.com/cyberpony Facebook: https://www.facebook.com/groups/577850349043463/ VK: https://vk.com/club122273704
  18. Hello guys, My name is Quinn and I'm new to the forums here. I've made my first game for android, google play and I would love to get some HONEST feedback! 😃 Spooky Driver is a car racing game and it's the intention to pass as many cars as you can without crashing. Here is the link to my game on the google play store: https://play.google.com/store/apps/details?id=com.PancakeStudios.SpookyDriver Features: ★ NO annoying banners! ★ 100+ cool cars to choose from! ★ Play to gain new awesome cars and medals! ★ Three themes (forest, street and sea). ★ Top ten ONLINE highscores! 🙈🙉 ScreenShots:
  19. Brandon Sharp

    Machbot 2.0 VS Sweetbot

    This is a project I've been working on for awhile now. I'd say over all going on around a year. I did the Machbot 2.0 all from scratch including the textures. I spent countless hours trying to figure out how to get the models from Twisted Metal. I finally figured out how to manually extract the mesh. But the only problem was it was not UV mapped. So i pretty much had to go back in and remap everything. Which wasn't hard but the assembling of the model itself was a challenge. I did the best I could at placing stuff where it goes I'm sure there are things that are incorrect. All in all it was for this one render. Not sure if my models can be used as game assets but i do want to eventually make this into a fighting game. Both vehicles and bots. Let me know what you think and thank you for checking out my work.
  20. I have a brilliant game idea of a Grand Theft Auto style game set in the prehistoric era, or a combination of prehistoric, ancient and medieval eras. more appropriately named. 'Grand Theft Horse'. You may think that this may be dull but, I have Ideas of the 'vehicles' that will be used. Not just horses, but also horse drawn carriages, open cargo carriages or stage coaches(passenger carriages), chariots, oxen, donkeys, camels, elephants, ostriches, (yes, you ride an ostrich). and sea vehicles like canoes, outriggers, boats, triremes, sailboats and pirate ships. You can jack any vessel or vehicle, travel between cities or villages of different cultures, and have weapons and armour of these cultures, swords, spears, bow and arrow. Cultures range from cavemen to medieval . You can commit crimes and get wanted then swordsmen and bowmen run after you. Cities range from villages with grass roof huts, to teepees, to medieval walled towns. There will be missions to do similar to any GTA title. Brilliant Idea no one has thought of yet, isn't it?
  21. Dead Run : Road of Zombie Destroy endless poured zombies and survive!Road kill Action game that kills zombies in your favorite car. 'Dead Run : Road of Zombie'
  22. Hi fellow game devs, With the help of @CombatWombat in my previous post about clutch modeling, I now have a solid direction for the modeling the clutch. The way I'm doing it is having 2 clutch states: locked and unlocked. EngineRPM and torque will be calculated separately in each state. My problem right now is the logic and code for specifying locking and unlocking. The condition for locking is when (engineSpeed - drivetrainSpeed) in previous update cross zero (different sign) with the current update (to determine if engineSpeed = drivetrainSpeed or not in-between updates) and engineTorque <= clutchTorque. The condition for unlocking is when engineTorque > clutchTorque. The diagram looks roughly like this (taken from matlab website with the similar implementation): However, the 2 conditions are triggers for switching states, not for determine the current state to be in, so in the end my clutch state just jumped around. I don't have a lot of experience in doing state machine, so can some one give me rough code of how to implement this? Below is my rough code: speedError = engineSpeed - drivetrainSpeed; if ((Math.Sign(speedError) != Math.Sign(deltaW) && currentTotalEngineTorque <= clutchReactTorque)) { clutchLocked = true; } else clutchLocked = false; deltaW = speedError; //end of update I think the main struggle is the cross zero. Because cross zero is the "trigger condition" to check if the clutch should lock when it is slipping, not the condition for continuous locking, while the code I have above is the "continuous condition" saying "this condition is true then it is locked/unlocked". Another word, if the clutch is slipping, the condition above would decide if it's locked or not, but once it is locked, the cross zero condition is not true anymore (since speedError and deltaW have same sign as engineSpeed == drivetrainSpeed when clutch is locked). I'm sorry that I cannot explain this better as English is not my first language.
  23. Azain Khan

    Angular Velocity Oscillating

    Hello fellow GameDevs, I'm developing a simcady-style vehicle physics model. Till now I've developed the Engine and the Clutch Model (Thanks to Clutch Modelling topic from here). Till now I had been using Unity WheelColliders, but now I'l have to use a custom wheel collider to better simulate the forces. The Unity WC doesn't allow to change the RPM of the wheel, which seems really unrealistic. Firstly, I went to Unity's Alternate Vehicle Physics Model, didn't like it much. Edy's explanation of his Vehicle Physics Pro model on his website https://vehiclephysics.com/ pushed me into developing my own Tire Model. As said in his articles, he uses Slip Velocity instead of Slip Ratio and Slip Angle and as to why it isn't realistic in this. But now I'm stuck. I calculate friction coeff from an animation curve, put on the slip velocity to evaluate and multiply it by the load on the tire to get the Tire Force. But, since forward slip requires angular velocity, and angular velocity depends on tire force, it oscillates between positive and negative. Even the Longitudinal Force oscillates between positive and negative. Can any of you please help me?? Thank You.
  24. I'm designing a game where you can collect car cards and the goal of the game is to collect as many cars as possible. On the card there is an image of the car and the car brand. I wondered whether this is legally allowed. I do not intend to spend a lot of money on it. I don't think this is possible without spending a lot of money. I was wondering how it sits with the copyrights of car brands and images in the game. Because I don’t know the law too well. I do know that you should ask permission to the company you used the logo for and that you sometimes also have to pay for it. I have already read this topic. But I'm not sure if this is the case with me . The Question is : can I use car brands and pictures in a way that I don’t have to pay for it. Ans if that is not possible. That there is a other way to do it.
  25. Hi fellow game devs, First, I would like to apologize for the wall of text. As you may notice I have been digging in vehicle simulation for some times now through my clutch question posts. And thanks to the generous help of you guys, especially @CombatWombat I have finished my clutch model (Really CombatWombat you deserve much more than a post upvote, I would buy you a drink if I could ha ha). Now the final piece in my vehicle physic model is the differential. For now I have an open-differential model working quite well by just outputting torque 50-50 to left and right wheel. Now I would like to implement a Limited Slip Differential. I have very limited knowledge about LSD, and what I know about LSD is through readings on racer.nl documentation, watching Youtube videos, and playing around with games like Assetto Corsa and Project Cars. So this is what I understand so far: - The LSD acts like an open-diff when there is no torque from engine applied to the input shaft of the diff. However, in clutch-type LSD there is still an amount of binding between the left and right wheel due to preload spring. - When there is torque to the input shaft (on power and off power in 2 ways LSD), in ramp LSD, the ramp will push the clutch patch together, creating binding force. The amount of binding force depends on the amount of clutch patch and ramp angle, so the diff will not completely locked up and there is still difference in wheel speed between left and right wheel, but when the locking force is enough the diff will lock. - There also something I'm not sure is the amount of torque ratio based on road resistance torque (rolling resistance I guess)., but since I cannot extract rolling resistance from the tire model I'm using (Unity wheelCollider), I think I would not use this approach. Instead I'm going to use the speed difference in left and right wheel, similar to torsen diff. Below is my rough model with the clutch type LSD: speedDiff = leftWheelSpeed - rightWheelSpeed; //torque to differential input shaft. //first treat the diff as an open diff with equal torque to both wheels inputTorque = gearBoxTorque * 0.5f; //then modify torque to each wheel based on wheel speed difference //the difference in torque depends on speed difference, throttleInput (on/off power) //amount of locking force wanted at different amount of speed difference, //and preload force //torque to left wheel leftWheelTorque = inputTorque - (speedDiff * preLoadForce + lockingForce * throttleInput); //torque to right wheel rightWheelTorque = inputTorque + (speedDiff * preLoadForce + lockingForce * throttleInput); I'm putting throttle input in because from what I've read the amount of locking also depends on the amount of throttle input (harder throttle -> higher torque input -> stronger locking). The model is nowhere near good, so please jump in and correct me. Also I have a few questions: - In torsen/geared LSD, is it correct that the diff actually never lock but only split torque based on bias ratio, which also based on speed difference between wheels? And does the bias only happen when the speed difference reaches the ratio (say 2:1 or 3:1) and below that it will act like an open diff, which basically like an open diff with an if statement to switch state? - Is it correct that the amount of locking force in clutch LSD depends on amount of input torque? If so, what is the threshold of the input torque to "activate" the diff (start splitting torque)? How can I get the amount of torque bias ratio (in wheelTorque = inputTorque * biasRatio) based on the speed difference or rolling resistance at wheel? - Is the speed at the input shaft of the diff always equals to the average speed of 2 wheels ie (left + right) / 2? Please help me out with this. I haven't found any topic about this yet on gamedev, and this is my final piece of the puzzle. Thank you guys very very much.
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