Vehicle Docs?
Posted: Thu Oct 01, 2009 6:51 pm
Hi, Are there any vehicle docs available because I cant get a grip on the various parameters available and what they do... for example:
Tire Grip, Rolling Friction, Sliding Friction, Here I expect all parameters should be in the [0, 1] range, but that will not produce any good results, i.e. the car will not move unless I use much higher values. For me only [0, 1] values makes any sense.
Suspension Length, a lower value seem to not only affect the 'ride height' but will actually make the car much slower, if I set this value to low the car will not accelerate at all, why is this? How does the suspension height affect the cards velocity/acceleration?
Suspension Stiffness, again I would expect this value go between (0, 1) where 0 would mean the suspension would just collapse and 1 would mean totaly rigid, causing the simulation to explode. However only values about 10 - 100 seems to do anything in my case, and the LOWER the value the 'softer' the springs, what are good values here?
How do Vehicle.Accelerate() actually work? It says it takes the acceleration value as m/s^2, but setting this to for instance "10" will not cause the car to increase its velocity with 10 m/s (or 40 m/s considering I have 4 wheels?) I have a very ridiculous value like 100000 right now because otherwise the acceleration is so slow...
As an example, setting rolling friction to 0, sliding to 0, grip to 1 I would presume the car would recieve 100% of the acceleration value since theres no friction to stop the car and the grip is "total grip" but this is not the case so what algorithm should I use here?
PS: I have set the wheels to only use their own friction by using the "BEPUphysics.Vehicle.WheelFrictionTypes.ignoreGroundFriction", this way I'm sure the actual values are the ones from my car setup...
I'm getting a feeling I should use the cars weight as some factor when setting the values? I.e. grip == 1 only works when mass == 1
Tire Grip, Rolling Friction, Sliding Friction, Here I expect all parameters should be in the [0, 1] range, but that will not produce any good results, i.e. the car will not move unless I use much higher values. For me only [0, 1] values makes any sense.
Suspension Length, a lower value seem to not only affect the 'ride height' but will actually make the car much slower, if I set this value to low the car will not accelerate at all, why is this? How does the suspension height affect the cards velocity/acceleration?
Suspension Stiffness, again I would expect this value go between (0, 1) where 0 would mean the suspension would just collapse and 1 would mean totaly rigid, causing the simulation to explode. However only values about 10 - 100 seems to do anything in my case, and the LOWER the value the 'softer' the springs, what are good values here?
How do Vehicle.Accelerate() actually work? It says it takes the acceleration value as m/s^2, but setting this to for instance "10" will not cause the car to increase its velocity with 10 m/s (or 40 m/s considering I have 4 wheels?) I have a very ridiculous value like 100000 right now because otherwise the acceleration is so slow...
As an example, setting rolling friction to 0, sliding to 0, grip to 1 I would presume the car would recieve 100% of the acceleration value since theres no friction to stop the car and the grip is "total grip" but this is not the case so what algorithm should I use here?
PS: I have set the wheels to only use their own friction by using the "BEPUphysics.Vehicle.WheelFrictionTypes.ignoreGroundFriction", this way I'm sure the actual values are the ones from my car setup...
I'm getting a feeling I should use the cars weight as some factor when setting the values? I.e. grip == 1 only works when mass == 1