rec.autos.simulators

High End Force Feedback On The Way...

Ruud van Ga

High End Force Feedback On The Way...

by Ruud van Ga » Wed, 30 Jan 2002 01:46:23



>> Yes, but the acceleration you get is based on the total grip on all
>> four wheels, so I was going to take the body acceleration (not the
>> lateral forces on just the front wheels).
>> And using the body (linear) acceleration, all 4 wheels are accounted
>> for, so there's no lag then.

>Yaw rate does not depend on measurement position, lateral acceleration does.

Yup; to get lateral acceleration to look the same in every spot, I am
going try and leave out the angular acceleration. In that case the
lateral acceleration I was talking about can be seen as that of the CG
(reduced to just linear acceleration).
Perhaps that would be good enough for an FF input. Anyway,
implementing this is the only way to get a good feel; I felt a bug in
my track spline implementation only when I drove on the track with an
FF wheel; little jerks when switching to the next triangle. Hopefully
just (lateral) acceleration at the CG will be good enough.

Now that I think of it, longitudinal acceleration may be used to
change the grip of the wheel (the friction). Perhaps. :)

Ruud van Gaal
Free car sim  : http://www.racesimcentral.net/
Pencil art    : http://www.racesimcentral.net/

Doug Millike

High End Force Feedback On The Way...

by Doug Millike » Wed, 30 Jan 2002 03:06:21



> >Yaw rate does not depend on measurement position, lateral acceleration does.
> Yup; to get lateral acceleration to look the same in every spot, I am
> going try and leave out the angular acceleration. In that case the
> lateral acceleration I was talking about can be seen as that of the CG
> (reduced to just linear acceleration).

So you will model something (not an ordinary car!) that just translates,
without yaw angle, yaw rate, yaw accel.  I drove a car with 4 wheel steer
that could be set to have equal steer angles front and rear.  Impossible to
rotate the car because steering input did not create any yaw rate (or yaw
acceleration).  In fact, if it was calibrated perfectly, the car heading
would never change, if it starts out pointing north, it keeps pointing
north (although the path can go in different directions.)
Steve Blankenshi

High End Force Feedback On The Way...

by Steve Blankenshi » Wed, 30 Jan 2002 04:50:26

Sounds just the ticket for parallel parking in those tight pit lanes!  Once rode a bicycle that pivoted at BOTH wheels, and you
could do the same thing.  Very odd, crabbing around like that... ;-)

SB


> So you will model something (not an ordinary car!) that just translates,
> without yaw angle, yaw rate, yaw accel.  I drove a car with 4 wheel steer
> that could be set to have equal steer angles front and rear.  Impossible to
> rotate the car because steering input did not create any yaw rate (or yaw
> acceleration).  In fact, if it was calibrated perfectly, the car heading
> would never change, if it starts out pointing north, it keeps pointing
> north (although the path can go in different directions.)

Ruud van Ga

High End Force Feedback On The Way...

by Ruud van Ga » Wed, 30 Jan 2002 05:38:00




>> >Yaw rate does not depend on measurement position, lateral acceleration does.

>> Yup; to get lateral acceleration to look the same in every spot, I am
>> going try and leave out the angular acceleration. In that case the
>> lateral acceleration I was talking about can be seen as that of the CG
>> (reduced to just linear acceleration).

>So you will model something (not an ordinary car!) that just translates,
>without yaw angle, yaw rate, yaw accel.  I drove a car with 4 wheel steer
>that could be set to have equal steer angles front and rear.  Impossible to
>rotate the car because steering input did not create any yaw rate (or yaw
>acceleration).

Lol, so how far did you get? :)

But what I meant was that I'd use the translation acceleration for the
FF; other than that, the car has 6 DOF (well, 18 or something, if not
more).

Just plucking out bits of the data often gives good performance
advantages; such as not using a full matrix for the wheels etc.

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

Pat Dotso

High End Force Feedback On The Way...

by Pat Dotso » Wed, 30 Jan 2002 14:19:03


> Anyway,
> implementing this is the only way to get a good feel; I felt a bug in
> my track spline implementation only when I drove on the track with an
> FF wheel; little jerks when switching to the next triangle. Hopefully
> just (lateral) acceleration at the CG will be good enough.

Suhweet :)  Can't wait to try it!

--
Pat Dotson

Dave Pollatse

High End Force Feedback On The Way...

by Dave Pollatse » Sat, 02 Feb 2002 13:47:10

Actually, Rich Garcia (our fearless leader) was lead p. on Viper and Heat
PC; I was just the physics programmer (plus misc other crap, UI, paintkit,
etc).   I was lead on Heat PS2 (2002 season).
-Dave P.


> "David L. Cook" wrote...
> > Dave - who do you program for?


> <snip>

> Dave was lead programmer for MGI's Viper Racing and as loyalty seems to be
a
> feature of sim programmers he's probably still there

> Tony Whitley
> Lead programmer, mobile phones :-(

David L. Coo

High End Force Feedback On The Way...

by David L. Coo » Sat, 02 Feb 2002 14:47:53

Hehe.  I was just playing NH 2002 on my new PS2!  Actually my 7 year old
wanted me to get it.  He also likes GPL.  He insists on the hardest tracks -
Monaco is his favorite.  I set the gas and brake to the paddle shifters
because he can't reach the floor with his feet <g>.  Of course I put on all
the helps.  His favorite keyboard command is <Shift><R>

- David Cook


> Actually, Rich Garcia (our fearless leader) was lead p. on Viper and Heat
> PC; I was just the physics programmer (plus misc other crap, UI, paintkit,
> etc).   I was lead on Heat PS2 (2002 season).
> -Dave P.



> > "David L. Cook" wrote...
> > > Dave - who do you program for?


> > <snip>

> > Dave was lead programmer for MGI's Viper Racing and as loyalty seems to
be
> a feature of sim programmers he's probably still there

> > Tony Whitley
> > Lead programmer, mobile phones :-(


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