pHySiQuE wrote:I couldn't judge the sports car as well without some rolling hills, but the gearbox felt really nice.
I will get this implemented in my engine pretty quickly and get some vehicle demos out.
The sport cars, is in fact a stress test, car are quiet difficult to simulated, but if cars are hard a Race car with realist characteristic are near impossible.
The reason super car posh the limit of what a car on wheels can actually do.
I am happy how this one turned out and I will add so more refinement.
pHySiQuE wrote:I couldn't judge the sports car as well without some rolling hills, but the gearbox felt really nice.
I would not expect a high performance super car to behave nice on rolling terrain for various reasons. It is really close to the ground (few inches) so it will h\get stuck
The suspecting are really stiff. so it will jump all over the place, finally the engine is too powerful, the moment a tire lose even a small grip, it accelerate to the maximum.
This is the one case where the bad behavior is a Good thing. Remember super Car are hard to drive even for real people.
what you could do is and SUV, or a monster truck, or any suburban sedan type of car, those will so well on normal terrain.
The cool thing is that this vehicle model is very flexible it can simulate realistically rear wheel car, front wheel cars and all wheel cars without any problems.
if you impopmnet in you engine that more impart parts are.
1-The engine which is specified with 4 point on the engine curve.
idle torque, idel RPM
peak torque at peak RPM
force power are MX Power RPM
red Line power at red line RPM
the trick for a good engine internal combustion engine design is that the power at Max torque should be smaller the Power at max Power RPM, but the torque should be larger.
Those points you can get form any Car magazine
2The second most important part is the tire properties.
TIRE_LATERAL_STIFFNESS 20.0f
TIRE_LONGITUDINAL_STIFFNESS 1000.0f
TIRE_ALIGNING_MOMENT_TRAIL 0.5f
lateral stiffness is the value that make the car respond quick or slogging, Sport car tires has low profile a high lateral stiffness, (a value around 20 is normal, but you can play with the number at test)
longitudinal stiffness is the tire to produce longitudinal force, this value is akin to a spring contact. the higher the value the quick the car reach his max acceleration, but a very bug value make unstable just like an spring system.
Aligning torque tail is a parameter the measure torsional torque, it generate a torque the make the tire align to the direction of motion. value from 0 to 1 is common.
Those parameter are found in tire specification but they are hard to fine.
My recommendation is that you crate a dialog box in your game editor so that people can tune those values until the fell the right.
Next I will add the Flight model to the vehicle joint so ta is can implement stuff like hover crash, airplanes with retractable landing gears and helicopters.