Right, I'm calculating slip angle for the wheels by
if Front Wheel{
S = carSlipAngle + ( [carAngVel*a]/carVelocityLongitudinal) + steerAngle
else{
S = carSlipAngle - ([carAngVel*b]/carVelocityLongitudinal)
Ive calculated the carSlipAngle by atan(carVelocityLat/carVelocityLong) and
a and b are distances from wheel to centre gravity CG.
Not sure exactly how good or correct it is, but it is giving good enough
results (I dont need 100% accuracy)
I'm giving the car a rotational (yawing) acceleration by getting PacejkaFY
from the wheels, and multiplying by their distance from CG which gives the
car a torque and therefore
carAngAcc = torque/carInertia
Not too sure how correct this is either. My problem comes when I'm steering
and almost come to a stop, the car doesnt have any forces against the yawing
of the car so it keeps on rotating faster and faster even when still, in
effect it is spinning on the spot even when still, until it's so fast even
OpenGL can't keep up and it just dies :(
Thoughts!?
Also I've looked at Brian Beckman's physics pages for combined grip/slip but
am a bit fuzzy. Can anyone point me in the direction of a better
explanation? I would like my car to have understeer and oversteer :)
Thanks!