static friction only applies at velocity = 0 , so forget about that
As for "drift", it took me about 13 years to come up with a global model that allows my physics implementer to do a "drift" car... it really is that hard , and the more your model is complicated the harder it gets.
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Reading this is as fascinating as discouraging.. hehe.
again, do not underestimate the role of differential modeling.. drift needs limited slip differentials, an open diff won't drift, and a spool won't drift.[/quote]
In my sim, the real wheels turn both at the exact same rate, so i guess i already have a LSD config..
Anyway, after that much experience in car simulation, it is so great that you share your experience kunos.
Tyre modeling is just fascinating and extremely complicated at the same time..
Btw, this next question is not related to my post, but just for curiosity, what do you think about physics used in game like Gran Turismo 5 or Forza 4 ?
The tire model on this game is far to be perfect and is of course really simple compared to any good PC simulation.
BUT they have the quality to be correct simulation with correct car behaviour for LARGE audience public.
I know that you try to reach a kind of ultimate car simulation but, did these large public sims influenced you in any way ?
***EDIT***
What i mean is, we can control the car for laptime or drift with a simple standard controller, see the replay and still see acceptable car behaviour right ?
This have to be quite challenging...
[Car Physics] - Angular Velocity / Angular Momentum
Damn kunos you answer too fast
static friction only applies at velocity = 0 , so forget about that
As for "drift", it took me about 13 years to come up with a global model that allows my physics implementer to do a "drift" car... it really is that hard , and the more your model is complicated the harder it gets.
My suggestion is to start as simple as possible, neutral car, weight balance 50% front, same tyres front and rear... again, do not underestimate the role of differential modeling.. drift needs limited slip differentials, an open diff won't drift, and a spool won't drift.
Also, as I've said in other threads, calculating tyre load from lateral forces is fundamentally wrong, it'll disregard and destroy every action from the suspensions and tyres as springs.
But, if the car is moving at steady 100 km/h, the relative velocity between the surfaces of the tires and the ground would be 0 so it would be static friction.
In my sim, the real wheels turn both at the exact same rate, so i guess i already have a LSD config..
nope.. that is a locked differential or a "spool", a limited slip allow tyres to turn at different speeds but in a "limited" (doh ) way.
A spool adds tons of understeer to the car because the rear tyres will oppose to any change in relative angular speeds trying to straight the car up. This understeer is usually transformed into "snap" oversteer as soon there is too much torque for the tyres to handle. The car will be really really hard to drive.
The new generation of console driving games (Forza and GT5) are very very good, expecially compared to the physics systems found in older "mass market" games.
I don't have a PS3 (only XBox) but I've enjoyed GT5 a lot every time I tried.
But, if the car is moving at steady 100 km/h, the relative velocity between the surfaces of the tires and the ground would be 0 so it would be static friction.
true but this never happens, and if it happens it'll be so instantaneous that isn't even worth investigating it.
nope.. that is a locked differential or a "spool", a limited slip allow tyres to turn at different speeds but in a "limited" (doh ) way.
A spool adds tons of understeer to the car because the rear tyres will oppose to any change in relative angular speeds trying to straight the car up. This understeer is usually transformed into "snap" oversteer as soon there is too much torque for the tyres to handle. The car will be really really hard to drive.
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Excellent kunos !
Thank you for all these informative answers !
I guess i have all the answers i was looking for and its up to me from now
See you next time!
Best regards.
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