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real world car parameters
06-19-2013, 02:49 PM
Post: #1
real world car parameters
If one used a car's real world parameters (assume access to every detail), would the simulated car be drive-able in VDrift? If not, how much tuning/fudging is necessary to make it drive-able?
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06-20-2013, 08:48 AM
Post: #2
RE: real world car parameters
The XS is using real world suspension and engine data as available online, and from my stopping distance and acceleration tests it comes close to the original. There are of course the clutch, brakes parameters and mass distribution which have to be guessed.
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06-21-2013, 07:20 PM
Post: #3
RE: real world car parameters
Thanks, Nan.

What about downforce? 360.car notes the ground effect value which I assume are translated into simulated parameters in the wing-* sections. Does this translation rely on the tuner's intuition, formulas, or somewhere in between?

For the curious, I'm asking these questions because of a thread I started on the Speed Dreams developer list. That discussion concluded that the SD simulation can get close to real world perfomance, but many parameters, such as ground effect downforce, clearly depend on the tuner's intuition more than real world parameters.
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06-22-2013, 04:06 PM
Post: #4
RE: real world car parameters
My best guess would be trying to match the data available online, like front/rear load at certain speed... Then it will depend on the complexity of the simulation how close it comes to the real world.

In general I am not a fan of tuning car parameters to make them work with the sim, as it makes really hard to change the sim code (also an issue in VDrift). I prefer to mess with the sim to get it work with "realistic" parameters. But there are limits of course, this thing has to be playable after all.
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