From: Johann D. <jo...@Do...> - 2002-01-27 11:45:07
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On Sat, 26 Jan 2002, Rodrigo Damazio wrote: > Johann Deneux wrote: > > > > > About interactive effects: See these effects as functions from something > > to a force. > > Position -> Force : That's a spring > > Velocity -> Force : That's friction (or damping, why does pid define both > > as different effects ???) > > Acceleration -> Force : That should be inertia. It's not implemented in > > I-Force. Actually, Immersion seems to consider this to be the same as > > friction. > > > I knew this...if you look in Immersion Studio, you'll see you can > actually see a graph force vs. {position | velocity | acceleration }... > > > > > > > I agree that we should add FF_INERTIA and FF_RAMP, but FF_DAMPER looks > > pretty useless to me. Unless I missed the point ? > > > Well, I've tried creating some Damper effects - it does make a > difference...besides, it's in the specs... The direct input docs describes these condition types in: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/directx_cpp/Input/Using/ForceFeedback/EffectConditions.asp The interesting part is: " * Friction. The force is applied when the axis is moved and depends on the defined friction coefficient. * Damper. The force increases in proportion to the velocity with which the user moves the axis. " Apparently, the friction does not depend on the speed. And now that I write it, it hits me: friction is not force = f(Velocity). I should have known it. The formula is defined as following: force.direction = -velocity.direction force.magnitude = k Imagine you are pushing a heavy box on the ground. k depends on the type of the ground, the material of the box and the mass of the box. As those do not change, k is indeed constant. I will check again what USBsnoopy says. I seem to recall that for I-Force devices, friction = damping. -- Johann Deneux |