>> >I'm trying to apply the Pacejka formula to the non-powered (not
>> >connected to the drivetrain) wheels on my car. The problem is
>> >that too much force is generated, and the wheel overshoots the
>> >road speed.
>> These are general low-speed problems. Several ways to approach the
>> problem:
>> 1. Use a larger physics frequency (so the jumps aren't that noticable
>> visually).
>My updates are tied to the framerate currently (I know, I know) but
>I'm getting a pretty steady 100fps (0.01-0.014 secs/frame).
That's not a lot. I typically can't drive below 200 to 250Hz without
things getting bad for most cars. The dampers were the worst part
though, requiring about 500Hz if I would integrate explicitly (now
it's fine, implicitly, at 200Hz and up).
That's the whole idea of relaxation length. ;-)
Although longitudinally (SR-wise) it should be very small, as you can
imagine the *** not being that flexible around the spin axis). The
lateral relaxation length is a part of the wheel circumference
(mostly, say 0.9 for a start), and use 1/10th of that for
longitudinally. So it (SR) should increase quickly.
Flipping signs of what?
That's a little weird (although the 100Hz may explain that). I have
about the same problems with both types of wheels.
Are you applying damping? Pedri had a nice comment about applying
damping the other day; he always applied the damping in the reverse
direction of the wheel velocity. Yes, duh. ;-)
It seemed a periodic formula, in the SAE950311 document.
Hehe, indeed. Better to just let it run free; you'll get into trouble
later on with differentials anyway (probably) by doing this.
Shouldn't be that hard, as you already use a framerate-derived
frequency already. It's just timing when to paint that needs to be
added.
Hope a bit more frequency helps. Also, ofcourse, a bit more wheel
inertia also does wonders. ;-)
Ruud van Gaal
Free car sim : http://www.racesimcentral.net/
Pencil art : http://www.racesimcentral.net/