04-15-2010, 01:51 PM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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OK I got it.
The rotation is caused because the chassis is drifting to the left (don't ask me why). The F1-02 is heavier at the back so that the rear tires have more grip. The chassis starts to rotate around the rear tires physically fully correct. The effect is very small and doesn't affect the driving physics at all.
Now where do the oscillations come from? It is the f****ng wheel inertia + running the simulation at half of the trunk speed(600Hz)!!!! So increasing the rotational inertia of the 360 from 4 to 10 fixes the oscillation issues!
So I am going to merge back to trunk as long as it's hot.
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04-16-2010, 11:57 AM,
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NaN
Posting Freak
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Posts: 2,024
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If you want to test trunk rev2668 on your machine. You can modify the physics rate in collision_world.cpp.
Code: void COLLISION_WORLD::Update(float dt)
{
const int maxsubsteps = 7;
const float fixedTimeStep = 1 / 60.0f;
world.stepSimulation(dt, maxsubsteps, fixedTimeStep);
}
It is important to adjust the maxsubsteps if you change fixedTimeStep. Here it is setup for a minimum framerate 60/7 = 9fps ( dt < 0.12).
The internal rate is hardcoded to fixedTimeStep/10.
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04-18-2010, 12:32 PM,
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Just flicking through, probably nothing but there may be an oscillation in the damper functions, if there are it should affect the load on the contact patch, not sure how much they have changed though.
cheers
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04-18-2010, 02:09 PM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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Quote:may be an oscillation
Yeah, I've been playing with the suspension lately. Like clamping the damping forces and adding a bump stop. Where do you notice the oscillations (car, track)?
Quote:should affect the load on the contact patch
The tire load is calculated from the suspension force(spring, damper, bump stop).
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04-18-2010, 02:35 PM,
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Quote:Yeah, I've been playing with the suspension lately.
Noticed the contact patch being moved from the wheel centre to where it should be, cheers.
A lot of the stuff I was looking at could be messed up from me looking at it, hope not. And sorry about turning the c7 into a drunk hippo, that should only be in the config file.
Quote:may be an oscillation
That was just a feeling when I read it, I have no idea what the current state is. One could exist with using tables or arrays for damping rates, the resistance to movement from the damper should increase as speed increases but not speed*2=resistance*2. It could have a kind of 'car going straight through wall in fast crash' effect.
Last time I was looking at vdrift the spring and damping curves were added to the config, no idea what has happened since then.
Quote:The tire load is calculated from the suspension force(spring, damper, bump stop).
So the force on the contact patch can be far greater (or less) than the mass on that corner of the car?
cheers
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04-18-2010, 02:45 PM,
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NaN
Posting Freak
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Posts: 2,024
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Quote:Noticed the contact patch being moved from the wheel centre..
Well, the price is having the cars rolling over all the time. I am looking into that atm. Maybe a center of mass issue.
Quote:increase as speed increases
The damper friction is proportional to displacement velocity.
Quote:force on the contact patch can be far greater (or less) than the mass
Yep.
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04-18-2010, 02:52 PM,
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Quote:Well, the price is having the cars rolling over all the time
I was at this and may be the cause of the sums being messed up. I was trying to get the body roll working and never spotted that. When I was at it I think the springs where compressing but the body wasn't rolling (staying more or less parallel to the ground) so maybe not but I wouldn't trust myself with it.
Quote:The damper friction is proportional to displacement velocity
But not directly proportional? The curve figures are still used in the config?
cheers
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04-18-2010, 02:57 PM,
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NaN
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Quote:The curve figures are still used in the config?
Yes they are(the dampfactor):
Code: T damp_force = -velocity * damping * dampfactor
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