realistic algorithms, but they were too processor intensive AND not as fun
to use as a system like Gran Turismo. So, although I might get shot down by
saying this, a simple algorithm is what I am looking for.
I currently have a system in which the car has 100% grip, (ie) it goes where
you point it, and it is simple to put in a 'reduce steering input with car
speed' thing like GP3 to control it at high speed, to give a definite
understeer affect.
I want though, an oversteering affect, with a bit of lift-off oversteer, and
a loose back end through the corners, go give a fun, powerslidey feel to the
game (it is after all a GAME). so i am thinking the weight distribution
would control this (ie) lifting off + braking will lighten the rear end and
they would grip less.
But anybody wanna tell me how to calculate the lateral forces in the tyres,
and what to do when they are bigger than a max force (defined as the
coefficient of friction * weight on the particular wheel?). My main attempts
have been flawed because the wheels tend to follow 4 different paths and it
looks a bit odd when your front inside wheel travels around all by itself
(but still reacting to your inputs!). I don't want this slip angle, magic
formula bulls**t, to be honest, as all total realism sims are not very good
fun (except for the King - long live Grand Prix Legends!!). I don't want to
simulate the tyre temperatures, or the resistive force due to flies hitting
the windscreen :-) but I just want a fun, fast algorithm.
Anybody know where I can find one??
Cheers, Nick.