The problem that you face in a 2D car sim are really different from any 3D car sim so it make your thread evern harder to understand.
Also, we are not just 3 but maybe hundred of people on this forum are trying to get car Physics right.
I'm not sure about that. I'm also planning a 3D car game, but first I'll make a 2D version to make sure I understand all the fundamental parts that I need.
In 2D everyting is more simple but the physics is more or less the same, eg: use only anular velocity (scalar) instead of a vector, or inertia value instead of tensors, but the principle is the same.
At the current sate I'm in the same situation as PochyPoch. I have a decent working car, only having problem with high speed cornering and stability.
As Kukos seems to be one of the guys from the old RAS discussions I'd aim a couple of questions for you directly (if you don't mind)
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Just a couple of symptoms and confusions:
Symptoms:
1. The car behaves fine with low speed (the wheels are jerky, but no low speed relaxation, so that's ok for now)
2. Up to 40/60 km/h everything is fine, but over this limit the car becomes very hard to control, especialy with no throttle.
3. Around 80/100 km/h, understeer with throttle, and oversteer without it.
4. I tried to adjust the pacejka curve to have more lateral forces at the rear tyres, so it became mor controllable after a while (no oversteer, but more understeer), and thus the rear end becames more sticky and couldn't spin the car not even with locked rear tyres.
5. I tried modifying weight balance, and smaller body inertia value, but didn't help too much.
6. When the car starts skidding the situation becomes very "slippery", like driving on ice.
7. I tried straight Fx/Fy calcuations like: (Fx=SR*1.0*Fz) and (Fy=SA*0.8*Fz) but didn't help too much.
Confusions:
1. For SA/SR calculations do I need the velocity of the contact pacth or the wheel hub wrt the ground?
In most docs I found the wheel velocity is made up from Car's linear velocity and the Car's angular veloicty at the wheel pos.
But, the CP is moving backward as the wheel is rolling (in case of moving forward), is it an important term, or should I just forget it?
I tried this and get "better" lateral forces, so more stability, but it screws up the SR, the wheels spin slower than expected.
Also should I cap SR, eg: betweeh -1..10 ?
2. I have doubts about the afore mentioned straigh engine RPM calculation. Could that affect cornering stability?
I'm thinking in this model: Engine torque accelerates the whole drivetrain (flywheel/transmission/wheel) (clutch/diff ommitted for simplicity)
The final wheel rotation gives a slip ratio that helps to calculate the reaction torque. And apply this reaction torque back to the whole drivetrain (wheel/transmission/flywheel)
BUT, if i'm thinking right, the two calculations need different inertia values (wheel side/engine side). Is that correct?
3. I noticed some oscillation in SR when not pushing the throttle, only engine brake and drag. SR jumping between (0.03% and -0.08%) is that normal?
4. much more that I don't remember now