It seems that i have a litlle problem how i aply suspensions forces on
the car body.
First i explain how i compute the forces.
1) Calculating spring and dampers forces in suspension coordinate.
2) Creating suspension force vector in car coordinate.
3) Now it's more complicated
here's is a little graph to explain:
http://www.racesimcentral.net/
a) In red, the suspension, in this exemple rear suspension are longer
and stiffer than front.
In green the suspension force vector.
If i apply the force directly to the body like this ,the car will move
without any engine..waow.. i'm going to be rich ;o) ...well .. maybe not
;o)
b) I decompose the suspensions forces in 2 component, normal to ground
and tangeant to ground.
c) In fact suspensions force are applied in the same amount ( is this
correct ? ) to body and tires. So in the tangeant to the ground ( pink
vectors ), the force apply to the body and to the tires are canceled (
is this correct ? ). So i applied only the blue vectors to the body.( is
this correct ? )
The problem is that it seems to be incorect when there is high angle
between body and ground :o(
Where am i wrong ? I think i forget a force on ground contact impulse
because of the wheel ( in my model ) can only move verticaly to the car
, so there must be a constraint force perpendicular to the wheel motion
in car coordinate ( vertical in my model ).
I'm using a rigid body physics with inverse inertia tensors.
Any help would be very appreciate, and especialy if you have some
solution for a wheel that is constraint with not a particular vector in
the car coordinate. so i could implemente variable geometric suspension.
king regards,
--
Sebastien TIXIER - Game Developer
Dynamics and Car Physics
http://www.racesimcentral.net/
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