rec.autos.simulators

Dynamic roll centers-- Check :-)

J. Todd Wass

Dynamic roll centers-- Check :-)

by J. Todd Wass » Tue, 31 Dec 2002 14:36:52

In place and working great with the appropriate jacking forces.  They move
around correctly and are calculated in real time from the suspension geometry
:-)  Look closely for the red and blue lines; their intersections show the roll
centers.

http://www.racesimcentral.net/

The car visibly lifts when you put these high enough, and will overturn if you
go too crazy with them.  There's a cool sort of "pop" effect when you come off
the brakes and rapidly hit the throttle while cornering.  Hard to explain, but
it looks pretty cool :-)

Tuning the cars is becoming progressively more difficult, but I'm liking that!
:-D

Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://www.racesimcentral.net/

My little car sim screenshots:
http://www.racesimcentral.net/

Ruud van Ga

Dynamic roll centers-- Check :-)

by Ruud van Ga » Tue, 31 Dec 2002 21:07:53


Hehe, looking cool, Todd!
Nice work. :)

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Jim Seamu

Dynamic roll centers-- Check :-)

by Jim Seamu » Wed, 01 Jan 2003 04:02:04

Whee! Nice stuff Todd.

How's the physics calcs affecting the cpu? A friend of mine is using ODE to
simulate his unequal-length double wishbone suspension but it's hitting the
cpu very hard at just 120 Hz. Ignoring springs for now, he has an
arrangement in ODE using "chassis-hinge-bar-balljoint-upright" (that's the
upper wishbone simplified using the hinge so only one bar is needed). Lower
wishbone is the same, and then there's a control arm
"chassis-ball-bar-ball-upright" on each wheel which is static at the back
and used as a steering input at the front. This gives 2 hinges and 4 balls
per corner, so 8 hinges and 16 ball joints total. Needs some optimising I
think.

Are you using ODE? Or your own custom supercool solution? :0)

Jim



J. Todd Wass

Dynamic roll centers-- Check :-)

by J. Todd Wass » Wed, 01 Jan 2003 08:00:50

Thanks :-)

There's very little difference.  It runs about the same as it did without it.
Visibly, I can't see a difference in the frame rate, and this is on a 333mhz
laptop I'm running here. Even at 300hz, everything's nice.  Basically, it's
like adding around 3-5 extra ground triangles to the track and that's about it.
 No big deal.

Sounds like your friend has quite a system going, but yeah, that type of
approach is going to really eat up the CPU in a hurry.  

 >This gives 2 hinges and 4 balls

Ouch..  Expensive, but I have to admire his tenacity to go to that extent for
it :-)

No libraries here except OpenGL for graphics.  This is my own little approach
:-D

Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm

J. Todd Wass

Dynamic roll centers-- Check :-)

by J. Todd Wass » Wed, 01 Jan 2003 08:04:01

Thanks, Ruud :-)  I'll have to try to catch up to you in the graphics
department soon 'cause mine are still looking pretty rough....  Maybe in 5
years if you stop working ;-)  hehe

Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm

Jim Seamu

Dynamic roll centers-- Check :-)

by Jim Seamu » Wed, 01 Jan 2003 11:46:34



Yep, I've been betatesting for him and although he's getting 50 fps on his
super duper computer, I can't actually run the sim as fast as real time.
Zero fps. :0)

J. Todd Wass

Dynamic roll centers-- Check :-)

by J. Todd Wass » Wed, 01 Jan 2003 19:49:52

Zero??  Hey, that's not too bad...  ;-P
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm


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