Car's physics and setting...

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Re: Car's physics and setting...

Post  See Flat on Thu May 14, 2009 11:58 am

Seems a shame that everyone has to play forensics with these parameters just to figure them out.
I've seen Jonas lurking in here.

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Re: Car's physics and setting...

Post  djpimley on Thu May 14, 2009 2:54 pm

C14ru5 wrote:Most monster truck enthusiasts aren't that concerned about hardcore realism anyway Wink

Excuse me? No

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Re: Car's physics and setting...

Post  See Flat on Thu May 14, 2009 3:17 pm

djpimley wrote:
Excuse me? No


"most"

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Re: Car's physics and setting...

Post  djpimley on Thu May 14, 2009 3:26 pm

See Flat wrote:"most"

cyclops

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Re: Car's physics and setting...

Post  C14ru5 on Thu May 14, 2009 3:37 pm

hehe

dj, you're what I would consider "above average" king I love you

Any other secret fantasies of yours that I should know about? Tractor Pulling? Laughing

EDIT: Gotta make this post on topic... ehm... "I don't believe tractor pulling is possible/sensible in Redline"

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Re: Car's physics and setting...

Post  djpimley on Thu May 14, 2009 3:48 pm

C14ru5 wrote:Any other secret fantasies of yours that I should know about? Tractor Pulling? Laughing

I just like variety. I'd love to see a realistic Monster truck but I know it's not possible with Redline right now. I'm very pleased with the way I was able to hack the Mack truck into shape but the Jeep has never been quite right due to limitations in suspension settings and low gravity.

IMHO the game engine is obviously designed for sedans and muscle cars. Stray too far from this form factor and things get funky very quickly.

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wheels.rollCenter

Post  C14ru5 on Tue Jun 09, 2009 5:58 pm

Wake up, everyone! There's a working variable available that I haven't seen anybody use so far:

Code:
wheels.rollCenter

Based on my experience from testing with a Monster Truck plugin, wheels.rollCenter specifies the individual roll center for the suspension of each wheel, given in meters above 0 in the model. In other words, putting a value of 0 or below gives a boat-rocking sensation, while putting a value higher than wheels.pos gives the car a more wiggly feel. If left out, wheels.rollCenter = wheels.pos <- at least that's what I think, but perhaps the resting height of the wheels seems more reasonable? More testing needed.

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Re: Car's physics and setting...

Post  djpimley on Tue Jun 09, 2009 6:02 pm

C14ru5 wrote:
Code:
wheels.rollCenter

I have never seen this in a car file - not even the built-in ones. Shocked

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Re: Car's physics and setting...

Post  C14ru5 on Tue Jun 09, 2009 6:15 pm

Me neither, I was reminded of it when I read Ahruman's Redline Config File Specifications, and to my surprise, it had an effect! (unlike suspensionType, etc.)

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Re: Car's physics and setting...

Post  Tomte on Tue Jun 09, 2009 6:20 pm

looking through this documents, some interesting add-on variables seem to exists. I still wonder if one can build a trailer for a truck Smile
Redline Arrays.

EDIT: Ha, you beat me to it.

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Re: Car's physics and setting...

Post  C14ru5 on Tue Jun 09, 2009 6:27 pm

Yes, but I guess those were planned features that were left out of the game. It doesn't hurt to try them, though Wink

EDIT: Extreme values to the roll center don't seem to do anything!? Oh please, don't let this be another false discovery... Mad

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Re: Car's physics and setting...

Post  DonaemouS on Wed Jun 10, 2009 2:07 am

Code:
wheels.friction

I tried this variable on the newly released RS6. My test track was Runaway 1 mile test.

First test was with a value of 10. I got 28'17.
Second test with a value of 50. I got 28'73.

Now following C14ru5 comments, this variable should affect just the acceleration. But it's like it isn't. The friction affect how the wheel reduce (or hit) the torque in deceleration.

I made this small movie, showing how shorter is the braking space for the RS6 ƒ50 compared to 10, but also, using the first gear to kick the rear end, in the ƒ50 this behavior is widely reduced.

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Re: Car's physics and setting...

Post  DonaemouS on Wed Jun 10, 2009 7:28 am

reading and reading again the C14ru5 posts, I'm quite sure I want to use those formulas to wheel.friction variable. They have something right, I mean, rising the friction will lead us to reduce the power on brakes (something I need, cause the sedans are really heavy and need high values on brakes).

Also, we will not have sedans going as rocket (the real cars feature electronic speed limiter). But it's not all, cause we also reduce acceleration waiting to hit the 80kph (speed in which the air resistance start to have effects).

Having cars with "heavier" wheel friction can compensate also the infamous weight loss while we are in slipstream, and rising the grip while using lift.

I will spend some waste time to calculate how much should be the friction for front and rear RS6's wheels... scratch

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Re: Car's physics and setting...

Post  DonaemouS on Wed Jun 10, 2009 11:52 am

ok here what i found:

i tried to calculate wheel.friction for the RS6. The weight of the car is 2055; this value include both the fuel, the driver, the body and the 4 wheels. The weight distribution is 60/40, resulting in 1233/822. The RS6 equip 275/35r20 Dunlop tires.

using the formula:

Code:
Nf*B


where Nf is the normal force and B is the rolling resistance coefficient, I obtain what follow:

616,5*9,81*0,00833=50,37871545 Newtons

(0,00833 is a value i got on Low-rolling resistance tires using the tire with similar sizes).

This for front wheels, while for the rear is:

411*9,81*0,00833=33,5858103 Newtons

Using these values we got these results on Runaway 1 Mile test:

Time: 28'65
Top/AVG= 272/198Kph

Now, I apparently missing the real "one mile test" to have values to compare with. If someone find something, just post here.

Actually the wiki formula could fit our needs. What u think about?

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