Mate, i dont want to steal or borrow piece of your work mate Dont spoil me the pleasure to work the tink myself
I just wanted to know if there were papers about this , so i can have somewhere to start.
Thanks for your answer I going to check what Dr Pacejka released
Maybe first i should read "Motor Vehicle Dynamics" from Giencarlo Genta, from begining to end for once
Well, i take for example TDU, the collision detection works @ 100hz, and the internal calculation ( engine to contact patch through drivetrain ) is @ 1000hz.
I'm sure on PC i could use 10.000hz without big problem because it is lot of calculation, but it is small and simple calculation, with not much data to read, so, there is very few data/code cache misses, and so, it would be rather fast to calculate
So.. with 10.000hz i think we could have pretty accurate and stable force integration to compute spring/damping with high rates Tire models are sort of complexes spring/damping model
I think it is more about lateral force, because lat force is ,i think, applied at center of contact patch, wich is a not centered, also depending of suspension geometry, will also create a force that act against the driver force on the steering wheel. And because lateral force and longitudinal force are combined, it's all connected. Tha's why you feel the steering wheel lighter when the front wheel are slipping.. front wheel slipping = high slip ratio = smaller lateral forces = steering wheel lighter .. without change of the slip angles.
Nice ( but deja-vu ) thread, anyway, i dont think LFS use pacejka magic formula
BTW, Todd, is there some paper about real tire physics somewhere, physics formula about contact patch deformation, how to compute real lateral/longitudinal force without magic formula but from real physics.
I guess, it must use very high frequency, but i'd love to do some research about this during my 2 month holliday when TDU will be finished ^^
Scawen is aware of the balancing problem.
The balancing is a bit ( tiny bit ) better know on TBO, because the GTT is now more closer to FXO.
Balancing the car is not an easy task, and a long task for sure.
Well, if you remember version P/Q WR's, you"d remember that BL1 was the track where the RB4 was the closest to FXO WR's
Now just try on track with loooooooooong straight AS Historic for instance
Maybe you should edit your post, at 1st read, i thought you were saying than red color for tire contact patch was faster than green color ( optimal temp )
I have to read it twice to really understand
About Red color skin .. that's true.. just look Ocrana Skins
Simulator means, best physics, but also realistic behavior of driver on track.
In real life, you'll never see a car start in the middle of the track, or driver allowed to do dangerous think on track , EVEN if the track is closed for him only.
So why should it be authorized in a simulator ?
If you aim for realism, you cant agree with this point. Shifting is an action of driving, like braking and turning wheel, and so it should be simulated correclty.... do you use automatic throtteling?
Very wrong, manual clutch and no lift is way faster.
I'm using all off with FrexGP 3 pedals.
Sadly, even with automatic clutch off, LFS is clutching automaticaly when RPM the engine start stalling, wich is very disturbing to do good clutch start
From the last version i tested, 1 year ago.
The 2 main problems of novodex
1) the API was pretty closed and it was quite difficult to plug special stuff ( for exemple, modifying normal contact and friction contact on the fly )
2) The deep penetrating behavior was less elegant and interesting than Render ware physics for exmple.
In renderware physics, you can put 2 objects at the same place, and they just unpenetraing gently from each other without flying all other the place
In Novodex, ( last year version again ), it was force base and so could be quite violent.
Havok act like Novodex for this case ( penetration ) .. What is great in Havok , is the API, it is just pure marvelous for programmers, you can plug your code whenever you want in the process and modify contacts info/params on the fly
For our racing games i tested :
Havok
Render Ware Physics
Novodex
ODE.
I tested :
High velocity object vs thin objects with 0 bounce param.
Multiple constraint ( contacts, hinge,balls,etc.. ) stability
CPU demanding
Resting state detection and optimisation
Penetration behaving.
Other stuff ( like API interface )
My statment is based on fact and tests I made.
I also made my own dynamics and collisions engine, so from my experience, i'm sure of my statments.
Now.. i'm pretty sure Scawen will not use this kind of stuff.
1) They are pretty expensive
2) Scawen like to do everything himself, and i respect that.