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Help needed for implementing clutch - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Project (https://www.vdrift.net/Forum/forumdisplay.php?fid=4) +--- Forum: Development (https://www.vdrift.net/Forum/forumdisplay.php?fid=9) +--- Thread: Help needed for implementing clutch (/showthread.php?tid=1308) |
Help needed for implementing clutch - NewLife - 07-03-2010 Hi all, Im michele from italy and Im developing a racing simulation web oriented, and i would like to ask you help cause im experiencing some problems in implementing the clutch. First of all i have to thank you all cause your forum is a invaluable source for a developer. now my help request: Im having serious difficulties in developing the clutch, i cant make it work like i would. im modelling the clutch like a viscous coupling, "stealing" the idea from vdrift. the code is: Code: float averageWheelsAngularVelo = 0; the GetTorque function is: Code: // clutch is modeled as limited highly viscous coupling as you can see Im using a "factor" to decrease the speed_diff between engine and the clutch (new_speed_diff/factor), cause without that clutch is always slipping (new_speed_diff is always >1). the problem is that this is a patch, and i have to find the right factor for every car and engine i put in my sim. Probably i need a function that update the engineangularvelo while engaging, but i really dont know if this is the right way and how to implement it. Can someone help me please?? PS: if someone is interested this is the link of a demo of my sim: http://migliortestesso.com/test/test.html you can play it directly online, you dont have to donwload and install anything, excpet for the unity3d plugin, a plugin like flash but optimized for 3d graphics.ù thank you all michele - NaN - 07-03-2010 Yeah, this clutch model hasn't worked that well in vdrift too. You might want to take a look at: http://www.mathworks.com/products/simulink/demos.html?file=/products/demos/shipping/simulink/sldemo_clutch.html |