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mathematical model of vdrift cars
12-31-2009, 03:45 PM,
#11
 
joevenzon Wrote:It's a simple multiplier that gets set depending on what surface the car is driving on. A grass track surface could be set to 0.5 times friction, for example, which would cause the tire to only generate half the usual forces. It's not a very good way to model real off-road driving but it works well enough for when a car goes off the track accidentally.

does this mean that the code will need a little reworking to allow realistic off-road rally type events?

by realistic i mean gran turismo 1 or 2's rally realism. which isn't too realistic, but works
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Messages In This Thread
mathematical model of vdrift cars - by flo - 10-20-2009, 08:08 AM
[No subject] - by joevenzon_phpbb2_import3 - 10-20-2009, 10:54 PM
[No subject] - by flo - 11-27-2009, 11:05 AM
[No subject] - by joevenzon_phpbb2_import3 - 12-01-2009, 12:14 AM
[No subject] - by flo - 12-20-2009, 08:31 PM
[No subject] - by joevenzon_phpbb2_import3 - 12-22-2009, 11:32 AM
[No subject] - by flo - 12-22-2009, 01:55 PM
[No subject] - by joevenzon_phpbb2_import3 - 12-23-2009, 11:40 AM
[No subject] - by flo - 12-30-2009, 08:31 AM
[No subject] - by joevenzon_phpbb2_import3 - 12-30-2009, 11:44 PM
[No subject] - by portets - 12-31-2009, 03:45 PM
[No subject] - by joevenzon_phpbb2_import3 - 01-04-2010, 10:56 AM

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