Hi both, glad to see, that your are still around. I am also doing well. I did not have a lot of time in the last year to spend on anything besides work and family. I can totally understand, that you want to keep the old physics engine, as the driving experience is still quite fun. I only doubt, that the vehicle model will ever work with rear wheel driven cars. So I recommend to change the Fox car to FWD or AWD, too. If only my time would allow it, it would be great to extend the game with even more...
The car gets quite damaged over a medium track like "Authenitc" even without hitting anything. The base smashing the ground also causes the car often getting pulled away like it would suddenly stick on probably a little bump that isn't even visible as an obstacle. The tracks are too bumpy for the small height of the chassis below the vehicles. In the latest code that I attached the physical model follows almost exactly the graphical representation. Before that, the physical vehicle was basically...
In my file the Cordo kit car originally didn't have a different weight distribution (aka force) between front and back. And unfortunately I am confused about the values in the vehicle file because the body has force and dampening values too. The values you listed above should be the force values on the wheels? I think I have to explain the current parameters of the wheels, because some do not have an effect at all right now. The force values I shared above are not part of the configuration. They...
In my file the Cordo kit car originally didn't have a different weight distribution (aka force) between front and back. And unfortunately I am confused about the values in the vehicle file because the body has force and dampening values too. The values you listed above should be the force values on the wheels? I think I have to explain the current parameters of the wheels, because some do not have an effect at all right now. The force values I shared above are not part of the configuration. They...
Yes, this is correct. All cars should have more weight on the front wheels, because the engine is in the front. I checked all three Kit-Cars and the only car that has more weight on the front by default is the Cordo. This should support the steering and enable more drifting. Nevertheless, the Cordo is still not optimal. The force that rest on each wheel can be read from the variable below: vehicle->getWheelInfo(i).m_wheelsSuspensionForce The values below are read after changing the mass of each Kit-Car...
After some driving on frozen, I thought, that I might really be too fast in the corners to get through them. After all the car is driving on some kind of ice and they are faster now due to the new engine power setting. So intended to use the brakes a little more and I got the feeling the settings I suggested above are too weak (4000N on front and 2000N on rear axle). According too my calculations a total brake force on all four wheels (30,000N) should be realistic. Unfortunately, I did not find any...
It looks like you accidently deleted a line of code. I attached the another archive with the latest version of the source code. You just have to adapt the vehicle file now. The good thing about this version is, that the vehicle acceleration and speed seem to feel natural and they are based on real vehicle specifications, so that any magic coefficients could be removed from the code. However, after some testing I have to say, that I am not happy with the general driving behavior. I assume this is...
Your are making a point. The vehicles must be brought a state as close as possible to real life to tune the driving behavior. So I also changed the friction coefficient back to 1.0 and 0.97 as you suggested. Then I found out, that the values in the vehicle files are not necessarily real, so I changed that. I started with the Coro Kit-Car. For that I looked up specs from a sample Kit-Car: http://tech-racingcars.wikidot.com/skoda-octavia-i-kit-car The first parameter is the weight. The car in the game...