In place and working great with the appropriate jacking forces. They move
around correctly and are calculated in real time from the suspension geometry
:-) Look closely for the red and blue lines; their intersections show the roll
centers.
http://performancesimulations.com/images/RC01.JPG
The car visibly lifts when you put these high enough, and will overturn if you
go too crazy with them. There's a cool sort of "pop" effect when you come off
the brakes and rapidly hit the throttle while cornering. Hard to explain, but
it looks pretty cool :-)
Tuning the cars is becoming progressively more difficult, but I'm liking that!
:-D
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm
On 30 Dec 2002 05:36:52 GMT, [email hidden] (J. Todd Wasson) wrote:
>In place and working great with the appropriate jacking forces. They move
>around correctly and are calculated in real time from the suspension geometry
>:-) Look closely for the red and blue lines; their intersections show the roll
>centers.
>
>http://performancesimulations.com/images/RC01.JPG
Hehe, looking cool, Todd!
Nice work. :)
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/
Whee! Nice stuff Todd.
How's the physics calcs affecting the cpu? A friend of mine is using ODE to
simulate his unequal-length double wishbone suspension but it's hitting the
cpu very hard at just 120 Hz. Ignoring springs for now, he has an
arrangement in ODE using "chassis-hinge-bar-balljoint-upright" (that's the
upper wishbone simplified using the hinge so only one bar is needed). Lower
wishbone is the same, and then there's a control arm
"chassis-ball-bar-ball-upright" on each wheel which is static at the back
and used as a steering input at the front. This gives 2 hinges and 4 balls
per corner, so 8 hinges and 16 ball joints total. Needs some optimising I
think.
Are you using ODE? Or your own custom supercool solution? :0)
Jim
"J. Todd Wasson" <[email hidden]> wrote in message
news:[email hidden]...
> In place and working great with the appropriate jacking forces. They move
> around correctly and are calculated in real time from the suspensiongeometry
> :-) Look closely for the red and blue lines; their intersections show theroll
> centers.
>
> http://performancesimulations.com/images/RC01.JPG
>
> The car visibly lifts when you put these high enough, and will overturn ifyou
> go too crazy with them. There's a cool sort of "pop" effect when you comeoff
> the brakes and rapidly hit the throttle while cornering. Hard to explain,but
> it looks pretty cool :-)
>
> Tuning the cars is becoming progressively more difficult, but I'm likingthat!
Quoted text (13 lines)
> :-D > > > Todd Wasson > --- > Performance Simulations > Drag Racing and Top Speed Prediction > Software > http://PerformanceSimulations.Com > > My little car sim screenshots: > http://performancesimulations.com/scnshot4.htm >>Whee! Nice stuff Todd.
>
Thanks :-)
>How's the physics calcs affecting the cpu?
There's very little difference. It runs about the same as it did without it.
Visibly, I can't see a difference in the frame rate, and this is on a 333mhz
laptop I'm running here. Even at 300hz, everything's nice. Basically, it's
like adding around 3-5 extra ground triangles to the track and that's about it.
No big deal.
Sounds like your friend has quite a system going, but yeah, that type of
approach is going to really eat up the CPU in a hurry.
>This gives 2 hinges and 4 balls
>per corner, so 8 hinges and 16 ball joints total. Needs some optimising I
>think.
Ouch.. Expensive, but I have to admire his tenacity to go to that extent for
it :-)
>Are you using ODE? Or your own custom supercool solution? :0)
No libraries here except OpenGL for graphics. This is my own little approach
:-D
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm
Quoted text (8 lines)
>Hehe, looking cool, Todd! >Nice work. :) > > >Ruud van Gaal >Free car sim: http://www.racer.nl/ >Pencil art : http://www.marketgraph.nl/gallery/ >
"J. Todd Wasson" <[email hidden]> wrote in message
news:[email hidden]...
> Sounds like your friend has quite a system going, but yeah, that type of
> approach is going to really eat up the CPU in a hurry.
Yep, I've been betatesting for him and although he's getting 50 fps on his
super duper computer, I can't actually run the sim as fast as real time.
Zero fps. :0)
>Yep, I've been betatesting for him and although he's getting 50 fps on his
>super duper computer, I can't actually run the sim as fast as real time.
>Zero fps. :0)
>
>
Zero?? Hey, that's not too bad... ;-P
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm


































