rec.autos.simulators

high speed steering - again

Nick

high speed steering - again

by Nick » Fri, 10 Aug 2001 03:33:58

does anybody know any web pages with a simple high speed cornering algorithm
(in basic or something) which allows a bit of sliding about, but not
realistic? my lowspeed cornering is fine, but i need a dodgy slidey bit of
code just to please the management - who seem to think gpl was programmed in
a month :-)

just something i can stick in a non-playable demo and pass off as real until
i develop something better?

cheers in advance.

Gregor Vebl

high speed steering - again

by Gregor Vebl » Fri, 10 Aug 2001 04:19:30

If you'd like *really* simple behaviour, you could always take the
sideways force (which is equal to mass*acceleration) to be proportional
and opposite to the lateral (sideways) component of the velocity
relative to the car. This should allow for some sliding, as the optimal
cornering would be at 45 degrees, and shouldn't look very far off for a
rally car at least.

-Gregor


> does anybody know any web pages with a simple high speed cornering algorithm
> (in basic or something) which allows a bit of sliding about, but not
> realistic? my lowspeed cornering is fine, but i need a dodgy slidey bit of
> code just to please the management - who seem to think gpl was programmed in
> a month :-)

> just something i can stick in a non-playable demo and pass off as real until
> i develop something better?

> cheers in advance.

Mike Stanle

high speed steering - again

by Mike Stanle » Fri, 10 Aug 2001 22:47:05

Hi Nick,

You could just apply a force proportional to the slip angle at each wheel
(angle between wheel's true heading and its forward direction). i.e

F = c*alpha

where c is a constant and alpha is the slip angle.

The force should also be limited by friction.

This is what I used for a while, and found it OK for my purposes at the
time.

More details can be found here

http://home.planet.nl/~monstrous/tutcar.html



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