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Car Demo : Adding different Car types #80450
07/05/06 14:11
07/05/06 14:11
Joined: Oct 2003
Posts: 702
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zazang Offline OP
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zazang  Offline OP
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Z

Joined: Oct 2003
Posts: 702
Hi !

I have been making a physics based car game and I want to put more cars.
the buggy model is there and now when i put a new car with new tyres , it doesnt move properly and skids sometimes , sometimes wobbles , sometimes runs too slow - so in short it doesnt have the desired behaviour.

I understand that there are some adjustments that needs to be done.
can anyone someone point me out where the adjustments ( in code or in car /tyre spacing placement) needs to be done ?

thanks in advance !

cheers !
Zazang


I like good 'views' because they have no 'strings' attached..
Re: Car Demo : Adding different Car types [Re: zazang] #80451
07/05/06 17:34
07/05/06 17:34
Joined: Mar 2006
Posts: 35
Sao Paulo, Brazil
EdMercer Offline
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EdMercer  Offline
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Joined: Mar 2006
Posts: 35
Sao Paulo, Brazil
First you must make sure the attchment point of your ph_wheels is really in the center of the wheel (otherwise it will wobble wildly). The speed is a function of weight/gravity as well as a bunch of other stuff, like wheel diameter, for example. Make sure to take them into account when adapting your values.

Re: Car Demo : Adding different Car types [Re: EdMercer] #80452
07/06/06 05:10
07/06/06 05:10
Joined: Oct 2003
Posts: 702
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zazang Offline OP
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zazang  Offline OP
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Joined: Oct 2003
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thank you Edmercer for your reply.

My idea of having a good physics code for a car would be to have precise settings adjustments like wheel positions with chassis etc.

In the adjustments that i am making in wheel sizes so that the care moves at desired is just based on trial and error and I am not able to get it just right ...

is there a better way of doing things or just trial and error ?

Thanks in advance ,
cheers !
Zazang


I like good 'views' because they have no 'strings' attached..
Re: Car Demo : Adding different Car types [Re: zazang] #80453
07/06/06 18:51
07/06/06 18:51
Joined: Mar 2006
Posts: 35
Sao Paulo, Brazil
EdMercer Offline
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EdMercer  Offline
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Joined: Mar 2006
Posts: 35
Sao Paulo, Brazil
In my experience with car physics I've done some "advanced trial and error" like dividing the car's speed (the difference between its position in two instants) by the wheel speed (the angular ammount of movement it accomplishes in in the same time) to calculate wheel diameter. In possession of the diameter you can calculate car speed from wheel speed (and vice-versa), increasing the ammount of control over the car (I have, for instance, written code to compare the 'known' linear/angular ratio with the real-time ratio to detect skidding and control traction in a 4x4 vehicle).

Re: Car Demo : Adding different Car types [Re: EdMercer] #80454
07/07/06 02:49
07/07/06 02:49
Joined: Oct 2003
Posts: 702
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zazang Offline OP
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zazang  Offline OP
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Joined: Oct 2003
Posts: 702
hi EdMercer,

To do all this which is again trial and error , it shouldbe possible to
just put a new car with new wheels and place it in a particualr way and then again it works properly.

the calculations and adjustements you did are still trial and error ...

Marco , it you are reading , kindly let us know how to go about it ??

thanks in advance ,
Zazang


I like good 'views' because they have no 'strings' attached..

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