Hi there, thank you for your response.
bmarci said:
do you have a differential in place?
I do split the input torque from the engine into two equal parts, but that’s it, no locked or limited slip diffs implemented yet, I need more research on them and I don’t really have enough data either.
bmarci said:
what is your simulation frequency?
I run everything at 1000Hz, but I haven’t really seen weird stuff at Unity’s default 50Hz either. No jittering at low or high speeds, at least not visibly.
bmarci said:
using your own physics or known engine, or any hybrid solution?
I use basic Unity, so PhysX.
bmarci said:
what are your spring and anti-rollbar stiffness?
For the suspension my base values 0.2m spring length, 50000N/m spring stiffness and 2500Ns/m dampers for a 1000kg car, 50/50 weight distribution. Now, I got rid of everything that's not necessary, but before that I used values from rFactor and AC mods for testing.
bmarci said:
the coordinate frames can trick you. calculate the forces in tire local, but apply them in vehicle local space.
I’ve seen this in Racer as well, but I’m not entirely sure what it means. As I said, I take the velocity of the raycast hit or the wheels transform, do an InverseTransformDirection to convert it to local space and I use the longitudinal and lateral velocities for the slip angle/ratio, then I multiply the forces with a transform.forward/right, which is in world space. The wheels are parented to the rigidbody, so I think that I apply the forces in vehicle local space? I must be, because I tried to convert the force application points as well as the transform.forward/right vectors in every way possible, which ended up making things infinitely worse, including car with no steering and the car having a seizure.
bmarci said:
instability in the driveline simulation can cause “traction loss”
Well, there’s no driveline anymore so I doubt it’s that. I just apply constant torque to the rear wheels, like an EV.
Of course, I apply the throttle, brakes and steering smoothly. As a matter of fact, it turned out that a lot of the oversteer was due me being an idiot and setting up boat steering for an AE86. Basically, I wasn’t able to countersteer fast enough. Sadly, I don't have a wheel so I can only use controller and keyboard inputs, but that shouldn't be a huge issue, given that none of the inputs are on/off switches anymore.
The problem, while not as severe now, is still there. I smoothly apply full throttle/ part throttle on corner exit or in some cases no throttle at all and the back end keeps getting loose instead of understeering, which wouldn’t be a bad thing... IF it wasn’t a car with only 150Nm engine in 3rd gear and I wasn’t limiting slip ratio to 0.1 already(as far as I know this is what TCS does, but I skipped the braking part). Yeah, sure do that at 500Nm, but even then you can control it with small throttle inputs and keep the car on the track…
I think that there is a problem with the way I get the vehicle speed for the slips or the way that I apply the forces or both.
Currently I'm in the process of rewriting the whole thing for the 6489896421th time, adding in some more stuff, like proper clutch, instead of an on/off switch, downforce, brake torque depending on disc size etc. and when I'm done, probably tomorrow, I will make some videos or GIFs, so you can see what's going on, maybe find something in the telemetry that I don't see. In the telemetry I have VSx, VCx, VCy, slip ratio, slip angle, lon, lat forces and Fz per wheel as well as throttle and brakes, plus a speedometer and probably a tach and clutch as well by then, should I add anything else?
By the way, how “simulator” is your simulator? I've gone down the rabbit hole and plan to include a lot of stupid stuff, like wind effects, full suspension geometry, chassis stiffness, component wear and efficiency based on temperatures etc. would I be able to and more importantly would you be willing to chat about this stuff?