04-23-2010, 11:25 AM,
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flo
Junior Member
 
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Posts: 15
Threads: 4
Joined: Apr 2008
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Hey guys,
what's the thing with the new "rollover"-version?
Are there bugs in the car data which has to be fixed and do not work with the new version yet or is this just a test version in the trunk directory? And which is the latest "stable" version with all cars playable?
THX,
flo.
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04-27-2010, 01:39 PM,
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NaN
Posting Freak
    
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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http://www.youtube.com/watch?v=gcZBNJbu3aQ
Start to watch from 1:10.
Do we have realistic physics or what? :lol:
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05-30-2010, 10:06 AM,
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Quote:There is still some work to be done regarding tire stiffness and overtravel
Can I get some feedback on the C7 if you have time? Overtravel is handled by ramping up spring rates to simulate bump stops (should never reach the travel limit).
Will have a look at a heavier car next, having trouble getting sidewall deflection to feel right and a shoebox like the C7 isnt going to put much strain on them  If the C7 seems ok then please suggest a car. Leaving the 360 and XS alone for now.
cheers
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05-31-2010, 02:25 PM,
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Quote:Using a spring to deal with overtravel is a hack
I would beg to differ on that, a rigid stop would soon destroy a road cars suspension and chassis components and in some classes of motor sports it is the only spring modification allowed (used to be the case in some WRC classes).
An upper limit should definitely be imposed but it should only be reached in extreme cases.
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05-31-2010, 07:50 PM,
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Quote:Have you tried bigger values for wheel inertia (>= 10)? Does it make any difference?
Tried higher values and the damn cars wouldn't stop  Higher values did help reduce wheelspin and lockup to some degree but didn't seem realistic, I think a progressive delay (like the button delay) with fast release would work better as a driving aid.
Values above about 2 where too high imho.
Something else I have to get around to trying is stdout'ing the load values on the wheels/suspension and graphing them. I know I was getting strange results from using very high spring rate values to simulate bump stops. If the damper values are too low the wheels will hop as the physics correct themselves, from the way the tyres are acting it may be there are huge forces oscillating, there may need to be some sort of averaging to cancel them out. I'll check that before the end of the week.
Another thing with the bullet constraints, the only way I could stop them from breaking was by using large max travel values and simulating a bump stop in the .car file. I'm sure there is a way to re-enforce the constraints in bullet but my brain was melting before I got that far with them. Not looked at them since, I wasn't able to work out a clean way of getting the wheel positions for the spinning car function.
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06-01-2010, 09:52 AM,
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Getting hysteresis, not sure if its coming from the physics or the tyre stiffness calcs, guessing the physics as increasing the stiffness is changing the amplitude and not effecting the frequency.
Loads fluctuate between 1800 and 2000 every 10 ticks in an n shape. Couldn't add an image, can email details if anyone wants them.
EDIT halving the stiffness to 1E5 has more or less got rid of the issues I was having, tyres are way too civilised with the settings I was trying to make them to behave more predictably
EDIT2 Guessing doing this is getting around the issue rather than fixing it (bodge  ) but it's made a big difference. Tried it at 5E4 and hysteresis is less than 3% (is over 10% at 2E5) and the car feels a lot more positive. Suspension and grip values have to be raised by about 10% in the .car file for the same characteristics.
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