rec.autos.simulators

Yawn - Update at West-racing

ymenar

Yawn - Update at West-racing

by ymenar » Tue, 16 Sep 2003 06:12:58


> >Indeed, with the emergence of simulations like F1C, with third-party
addons
> >made of pretty high-standard car modeling, physics and tracks, WSC.. err
RL,
> >as time goes by, seems more and more useless.

> I would hardly compare F1C to a professional-quality driving
> simulation, which is what I was under the impression the Westies were
> aiming for.

I disagree.  F1C is at least an existing sim.  RL is just renders created to
attract business possibilities.  F1C has tons of fanatics, you know, me,
you, racing fans, who are creating dozens of mods.  They are as much devoted
as the West Bros. are with their renders.

Teddy bears, leather wallets to put in your business card CD, a garage where
you roll your car out.. CMON!!!

--
-- Fran?ois Mnard <ymenard>
-- http://www.racesimcentral.net/
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...

jason moy

Yawn - Update at West-racing

by jason moy » Tue, 16 Sep 2003 08:28:11

On Sun, 14 Sep 2003 17:12:58 -0400, "ymenard"


>I disagree.  F1C is at least an existing sim.  RL is just renders created to
>attract business possibilities.  F1C has tons of fanatics, you know, me,
>you, racing fans, who are creating dozens of mods.  They are as much devoted
>as the West Bros. are with their renders.

I dunno, I still see what the Wests say they're aiming for and what
someone like ISI has done as two completely different things.  The
Wests are attempting to redefine the driving simulation genre with a
level of atmosphere and attention to detail that has never been
approached.  ISI have released 7 games using the same engine and still
don't have a functional tire model.

FWIW, I'm as disappointed as anyone else that it's been over a year
since the hype machine started rolling with the big website countdown
and we haven't seen anything of substance from them.  On the other
hand, I'm willing to give them the benefit of the doubt and assume
that the amount of time it's taking to code Racing Legends is a result
of the complexity of simulation they're aiming for.  All we can see is
the work being done by the artist, none of the core program has been
revealed to the public yet.  If their engine models things like
chassis flex and multiple contact patches with the ability to wear and
flatspot individual sections of tire then they will have done more
than anyone else in the genre has thusfar, and the wait will be worth
it.

Jason

Doug Elliso

Yawn - Update at West-racing

by Doug Elliso » Tue, 16 Sep 2003 18:25:52


At last - an iota of sensibility.

Doug

Stefan Larsso

Yawn - Update at West-racing

by Stefan Larsso » Wed, 17 Sep 2003 19:29:21


> At last - an iota of sensibility.

They could show nice plots of various effects that
they are able to handle in their physics engine,
but I guess that it would not appeal the majority
of the audience. ;)

Everybody seems to be saying that it would take
a hell of a graphics card to run the game. I don't
agree. With this level of detail in the physics it
is necessary to have a rather powerful processor, unless
they manage to "cheat" or eliminate some calculations
by using lookup tables instead... But on the other hand
I've heard of vehicle simulations with over 70 degrees of
freedom running in real time on a not too fancy computer.
The modeled all of the linkage arms and a powertrain
too I think together with a tire model. It was all done
using "dymola" (http://www.dynasim.com). I haven't tried
the software, but if it is possible to create simulation code
for racing games using it I guess that the modelling time
would decrease by several months! I spoke to the founder
of Dynasim about this a couple of weeks ago and he found
the idea interesting, but it is no market for them I guess.
Too little money...

/Stefan

Stefan Larsso

Yawn - Update at West-racing

by Stefan Larsso » Wed, 17 Sep 2003 19:32:22

Yeah, found a nice picture of it...

http://www.dynasim.com/www/dymola_2003_scrn.pdf

/Stefan

Ed Solhei

Yawn - Update at West-racing

by Ed Solhei » Wed, 17 Sep 2003 22:07:48

"Stefan Larsson" said:

IIRC I seem to have read that the physics in todays sims only account for a
few precentage of the CPU usage....  Graphics on the otherhand need a
helluffa lot more CPU- and VC-power.

--
ed_

R

Yawn - Update at West-racing

by R » Thu, 18 Sep 2003 02:54:45


> Or, they are actually making a game. I guess if you did model all these cars
> AND you wrote a physics engine that is still in testing phaze, how would you
> graphically show on a website what you have done? Some nice render shots of
> the cars, or a screenshot of some code from your physics engine?

> The physics engine and grapic engine could definately be in development, but
> there's no way of really showing it off yet. Whereas the car models can be
> nicely rendered in software and shown and be very impressive.

> Mike
> http://www.racesimcentral.net/

Has everyone forgotten the movies of WSC in development that were
released several years ago? Didn't one of them show the suspension
movement of a bare *** 333sp over a test course? IMO, those movies
were a physics demonstration.

RG
RSDG

J. Todd Wass

Yawn - Update at West-racing

by J. Todd Wass » Thu, 18 Sep 2003 17:42:56


>Date: 9/16/2003 8:07 AM Central Daylight Time

>"Stefan Larsson" said:

>> Everybody seems to be saying that it would take
>> a hell of a graphics card to run the game. I don't
>> agree. With this level of detail in the physics it
>> is necessary to have a rather powerful processor, unless
>> they manage to "cheat" or eliminate some calculations
>> by using lookup tables instead...

>IIRC I seem to have read that the physics in todays sims only account for a
>few precentage of the CPU usage....  Graphics on the otherhand need a
>helluffa lot more CPU- and VC-power.

>--
>ed_

True.  You might have seen the bland, simple graphics in my sig.  That physics
model does the whole suspension system except for the actual physical ARB
installation and attachment points, tie rods, and steering rack location (not
much CPU time there really anyway with a good approach).  Roll centers and so
forth are essentially moving in real time and all that fun stuff, and it still
runs around 200-250 fps on my P4.  (That looks worse than 60, quite frankly,
but that's not the point.)  

Stefan, lookup tables like you describe are used to speed things up in some
areas, but to give a sense of graphics/physics CPU usage scale:  This is
currently running so fast the physics engine has to stop and wait a few
milliseconds every graphics frame because the clock resolution is only 0.001
second, and if the engine can't get a few cycles in during that 1 millisecond
(meaning it repeats all of the physics calculations several times, including
doing the entire set of tire force calculations several times for each tire),
it'll time warp.  At 200-250 fps it time warps by a factor of around 4, so you
tell me what percentage of the CPU time is being used by the physics engine
every cycle :-P  0.0...%?  0.2%?  

I.e., the physics runs so fast the CPU can't even tell the engine how much time
elapsed since the last time the physics calculations RAN, much less how long it
actually took them to run...  Again, that timer's minimum duration is 0.001
second.

Granted, if you threw in a bunch of cars running the same model and added good
collision detection/response code that percentage will climb, but my point is
that on today's PCs what we've considered to be really *** car models over
the past few years will run basically for free.  Collision detection/response
is most likely the greatest hog in a typical physics engine, but then only when
a few objects get close to each other.

As another example, on our current project we're giving the physics engine
5-10% of the CPU.  Really it's not using more than probably 1-2% at this point,
and I've got just about every bell and whistle in there I can think of
(well....almost.... ;-)).  Adding some chassis flex or tire distortion would
not impact anything unless you insisted on duplicating FEM engineering software
line for line.  What if you could get within 5% of the same results but on code
that runs 10,000 times faster?   If your tire data might be off by any more
than 5% there's no point bothering with the FEM approach because the model is
no more accurate either way.  It's cool to say "this has an FEM model", but if
it's not more accurate because of it's inclusion, isn't it just hype?  (Of
course you have to take your hat off to whoever wrote it anyway!)

Anyway, the other 95-98% currently is all graphics.  The vehicle model does
quite a lot of things the GPL model does not do (and skips a couple things it
did), but what's great is that GPL was intended to run on only a Pentium 166 if
I remember correctly.  I'm surprised it ran, quite frankly, let alone with such
pretty graphics for the time.  That was brilliantly done, but on a 1Ghz+ system
that technology runs pretty much for free as far as the CPU is concerned.

So really the doors are blown wide open now for physics again.  You could
increase the complexity probably 100 or 1000 times and now you'd be back in
David Kaemmer's position a few years ago writing GPL for a Pentium 166.  

So what do you do with all the new CPU power available for the physics
department?  

Quite frankly I don't see much to add to a vehicle physics model that isn't
already being done that a player would ever notice.  Give the same physics
model to five different groups of people and tell them to model a certain car
with a certain set of tires on it and you and anyone else will swear you're
driving five different physics models when you get the cars back.  You're not.

Hand them a physics model with FEM suspension versus one with straight,
geometrically calculated suspension kinematics, don't say anything, and see if
anyone notices a difference.  The upper rod shortened 0.0000003 mm in turn two.
 Did you catch that? ;-)

The FEM suspension still won't run on today's PCs in real time.  Other
approaches do easily.  Either way you can bet that the tire force and
aerodynamic input data is not accurate enough to make up for the added
complexity.

At this stage you could dive into better tire models, more sophisticated
aerodynamics simulation approaches, and so forth.  Keep in mind though that if
you have good measured data for any of that than there may not be much point.

What impresses me is how guys like Sebastien Tixier deal with programming good
dynamics for Playstations' CPU :-)

Ack...  Got carried away.   It's late and I'm getting delirious.. 8-)

Todd Wasson
Racing Software
http://www.racesimcentral.net/
http://www.racesimcentral.net/

Stefan Larsso

Yawn - Update at West-racing

by Stefan Larsso » Thu, 18 Sep 2003 20:33:25


> True.  You might have seen the bland, simple graphics in my sig.  That physics
> model does the whole suspension system except for the actual physical ARB
> installation and attachment points, tie rods, and steering rack location (not
> much CPU time there really anyway with a good approach).  Roll centers and so
> forth are essentially moving in real time and all that fun stuff, and it still
> runs around 200-250 fps on my P4.  (That looks worse than 60, quite frankly,
> but that's not the point.)  

I've only seen stills on your webpage.

This depends on the time resolution of the simulation. If you only intend
to simulate the vehicle dynamics... Fine. But if you are going into the
engine to simulate the combustion also (wouldn't that be necessary to be
able to adjust valve timings and such?) you would end up with a much
smaller time scale and the resulting model of the car would probably be
stiff (big difference between different time scales of the model). A
smaller time scale combined with a larger model would certainly increase
the computational load. I read somewhere that to be able to simulate a car
responding to small variations in the surface it is necessary to increase
the time resolution to around 8000 - 10000 Hz... Then add some more cars to the
track... And add the possibility to keep track of the wear of many of the
parts in the car and/or engine. It seems as if it would be quite easy to
get the simulation taking a lot of time...

Using better resolution would also require more detailed data... I.e.
more data shuffling. :P

Agree... This is a very complicated problem if it is going to be accurate.
One cannot test collision between all possible surfaces at the same time.

Hopefully these kinds of calculations will be included in future graphics
cards... I read that in an interview with a developer at Nvidia regarding
his vision of GPU:s in the future.

Depends on if you're into entertainment or engineering. In engineering it
is very important to get it right. In entertainment it would not be as
crucial, but then why use a complicated model at all?

The damage models... If you crash into a wall in GPL only the wheels will
fall off. A more accurate damage model where the hull is getting damaged
and probably aerodynamics is affected too and where the damage (and wear) is
inherited to the next race unless you fix it?

Probably. FEM is overkill for games... But I guess it could be used with
advantage in damage simulation?

Depends on the number of nodes you are using... And if the model is linear
or nonlinear.

True. The next step would maybe be to make the computer control a
hydraulic seat where you actually feel the small details much better?

Fine with me... I'm discussing this issue due to my own simulations which
are of crank angle resolution... These don't run i real time... :(

/Stefan

Stefan Larsso

Yawn - Update at West-racing

by Stefan Larsso » Fri, 19 Sep 2003 16:36:09


> Still, what extra accuracy would that give you? The problem is that
> you're simulating more & more, modeling more inaccuracies with every
> model. At some point you lose progress.
> Even for scientific things I wonder about the purposes of too much
> modeling. The more complex the model, the more off your variable
> guesses will be.

> As Todd indicated somewhat, for entertainment purposes we're nearly
> there, CPU-wise, except perhaps for damage modeling.

I don't know, more "accuracy"? Is there any studies done on which level of
details that is unnecessary with e.g. a screen and a force-feedback wheel
as the only user inputs?

I guess that is something that they are aiming at.

The only thing I can think of is to simulate more realistic engine sound
and capturing individual misfires and such...

*** fans care?  The average 14-year old PS/2 owner won't. I would
indeed find it quite amusing if the car actually gets affected in a
"realistic" sense.

Probably. After all it's all about fooling the user to think it is real?
Maybe one should work more with psychology than modelling? :)

The upside is that you, as a constructor, learn a lot about the behaviour
of the system you are trying to simulate, even if the model does not
capture the reality precisely... And by building a complicated model
you are more aware of what particular effects a simplification would
lead to.

/Stefan

Doug Millike

Yawn - Update at West-racing

by Doug Millike » Sat, 20 Sep 2003 00:12:19


> The upside is that you, as a constructor, learn a lot about the behaviour
> of the system you are trying to simulate, even if the model does not
> capture the reality precisely... And by building a complicated model
> you are more aware of what particular effects a simplification would
> lead to.

Haven't been getting all of this thread on my news server...

Anyway, it will be a long time before anyone can model tires completely,
off-line or especially realtime!  As I understand it, current finite
element models work fairly well (non-realtime) for constant temp operation,
but add in temperature effects (material properties change) and
the problem gets much bigger.

So we continue to work with various different simplified schemes, some
of which have the advantage of also giving some physical feel for
the tire as a flexible structure that grips and/or slides over the road.

Tony Rickar

Yawn - Update at West-racing

by Tony Rickar » Sun, 21 Sep 2003 21:19:21


> > I would hardly compare F1C to a professional-quality driving
> > simulation, which is what I was under the impression the Westies were
> > aiming for.
> I disagree.  F1C is at least an existing sim.  RL is just renders created
to
> attract business possibilities.  F1C has tons of fanatics, you know, me,
> you, racing fans, who are creating dozens of mods.  They are as much
devoted
> as the West Bros. are with their renders.

True, but EA have put out god knows how many retail versions of this series
and it still feels unfinished. Sure the modders have done some great jobs
but at the back of at least my mind there is the ultimate deficiencies of
the game & graphics engine and the limited multiplayer (and singleplayer
come to that).

I know many will disagree with the graphics engine bit - it makes for great
screen shots but still doesn't feel right on the move IMHO.

Whilst it has provided some fun - I don't feel that F1C provides a basis for
the future of simming. That may lie with what the modders can do with the
enabled NR2003, or who knows, with the Wests

I have to agree, that isn't the future for simming.  If RL really is aimed
at the niche enthusiasts then they should know we just want something to
drive, even if it is a single track, single car with beta written on every
trackside advert. That should be priority one, not garages or working engine
internals.

The goal, however, if achieved is way beyond what the EA F1 series ever set
out to attain.

Cheers
Tony

J. Todd Wass

Yawn - Update at West-racing

by J. Todd Wass » Fri, 26 Sep 2003 18:41:29

>> True.  You might have seen the bland, simple graphics in my sig.  That
>physics
>> model does the whole suspension system except for the actual physical ARB
>> installation and attachment points, tie rods, and steering rack location
>(not
>> much CPU time there really anyway with a good approach).  Roll centers and
>so
>> forth are essentially moving in real time and all that fun stuff, and it
>still
>> runs around 200-250 fps on my P4.  (That looks worse than 60, quite
>frankly,
>> but that's not the point.)  

>I've only seen stills on your webpage.

What exactly are you implying? ;-)  

>> Stefan, lookup tables like you describe are used to speed things up in some
>> areas, but to give a sense of graphics/physics CPU usage scale:  This is
>> currently running so fast the physics engine has to stop and wait a few
>> milliseconds every graphics frame because the clock resolution is only
>0.001
>> second, and if the engine can't get a few cycles in during that 1
>millisecond
>> (meaning it repeats all of the physics calculations several times,
>including
>> doing the entire set of tire force calculations several times for each
>tire),
>> it'll time warp.  At 200-250 fps it time warps by a factor of around 4, so
>you
>> tell me what percentage of the CPU time is being used by the physics engine
>> every cycle :-P  0.0...%?  0.2%?  

>> I.e., the physics runs so fast the CPU can't even tell the engine how much
>time
>> elapsed since the last time the physics calculations RAN, much less how
>long it
>> actually took them to run...  Again, that timer's minimum duration is 0.001
>> second.

>This depends on the time resolution of the simulation. If you only intend
>to simulate the vehicle dynamics... Fine. But if you are going into the
>engine to simulate the combustion also (wouldn't that be necessary to be
>able to adjust valve timings and such?)

No, this would not be necessary unless you wanted transient engine effects.
For valve timing and so forth you could run an engine simulation like yours
before the race starts and simply save the power curves at different throttle
positions, etc..  I've been doing this for about two or three years already
with QuickEngine Builder, although that model is pretty simplistic.  Transient
engine effects could probably be done reasonably accurately through other
means.  For instance, you could save curves at different engine acceleration or
jerk rates.  However, most vehicle dynamics guys running comp simulations of
real cars don't bother from what I understand.  A full power torque curve is
all that is needed.  

Personally I want more too :-)

you would end up with a much

>smaller time scale and the resulting model of the car would probably be
>stiff (big difference between different time scales of the model).

If you wanted a real time engine model running, then yes, of course you're
right.  The picture you posted showed piston location in world space varying
with time.  If you wanted that then of course you're probably going to need to
run the system on the order of 1 MHz or better (I think I used 3 MHz on an
experimental engine model awhile back..)  That would of course bring any PC to
its knees as you've already seen in your own work, I'm sure.  

However, you could easily get by with running the vehicle model at a lower
sampling rate as is already done (say 200-300 Hz), then running the engine
model at a higher rate as you said.  I'm not sure what you mean when you say
the car model would become stiff.  I run my tires at a higher frequency than
the rest of the car and it does nothing but improve performance.  Going as high
as 30,000 Hz for the tires and 200Hz for the car doesn't do anything funny to
the car that I can see.  

Anyway, running a real time engine model still would have a huge impact and may
not be feasible unless you used a very simple engine model.  So yes, hardware
has a long way to go for this type of thing to become possible using standard
engineering approaches.

A

>smaller time scale combined with a larger model would certainly increase
>the computational load. I read somewhere that to be able to simulate a car
>responding to small variations in the surface it is necessary to increase
>the time resolution to around 8000 - 10000 Hz... Then add some more cars to
>the
>track...

Maybe..  I've run my vehicle model at 6000Hz and things were still pretty fast.
 It depends on how you're handling the suspension, I suppose.  

And add the possibility to keep track of the wear of many of the

>parts in the car and/or engine. It seems as if it would be quite easy to
>get the simulation taking a lot of time...

If wear was being handled through methods used in the wear research papers I've
seen, then yes, this could kill you.  However, then we get back into an area
where adding complexity doesn't necessarily improve accuracy.  Are you sure the
component moduli and so forth are accurate?  I don't think anybody except
manufacturers have data on brake wear, for instance.  Here's an area where you
could probably do just as well with a simplified model because of so many
unknown variables.

For instance, tire wear in my system is handled through a very basic, simple
equation and then adjusted with a coefficient.  As long as the basic
relationship is right you can fine tune things.  The same could easily be done
for all the other parts on the car without a noticable hit.  You could probably
get away with modelling wear for a particular part with only 4-10 math
operations per cycle (my PII-333MHz could do about 50-60 million per second).
And again, you could do that at the vehicle sampling rate or a fraction of it.
Cut the "wear sampling rate" from 300Hz down to 30Hz.  Would that really reduce
accuracy?  That can't be determined without test results available of course,
but suddenly you can model 10 times as many parts...  My bet is that you could
model 1,000 parts this way and not even know it's running.

So again, depending on the method you might not even notice that every part on
the car was wearing over time.  This may not be good enough for the engineers
at GM, but then again we don't have the data they have for input so using the
latest whiz-bang SAE approach may not improve accuracy anyway.

>Using better resolution would also require more detailed data... I.e.
>more data shuffling. :P

Not sure what you mean here.

>> Granted, if you threw in a bunch of cars running the same model and added
>good
>> collision detection/response code that percentage will climb, but my point
>is
>> that on today's PCs what we've considered to be really nasty car models
>over
>> the past few years will run basically for free.  Collision
>detection/response
>> is most likely the greatest hog in a typical physics engine, but then only
>when
>> a few objects get close to each other.

>Agree... This is a very complicated problem if it is going to be accurate.
>One cannot test collision between all possible surfaces at the same time.

Sure you can ;-)  But resolving the collision impulses between multiple
contacts is not something I've seen done even for a rigid body system, so I
have to agree.

>Hopefully these kinds of calculations will be included in future graphics
>cards... I read that in an interview with a developer at Nvidia regarding
>his vision of GPU:s in the future.

That would be interesting to read and I'm sure they've given that a lot more
thought than I have, but then manufacturer's might be getting into
standardizing something that may not be the best approach for all situations.
You can get away with simpler collision detection/response in a car sim than
you could in say a FPS where a dead character falls against a wall and needs to
bend accordingly.  If the graphics card or other add-on "collision chip" is set
up to handle the complex scenario by design than we're losing a lot of
optimization potential.  It's a waste.  I'm sure the same thing was said about
3-D cards to begin with, so maybe this isn't really a concern.  

Do you have a link to the interview?  It would be interesting to read.

- Show quoted text -

>> As another example, on our current project we're giving the physics engine
>> 5-10% of the CPU.  Really it's not using more than probably 1-2% at this
>point,
>> and I've got just about every bell and whistle in there I can think of
>> (well....almost.... ;-)).  Adding some chassis flex or tire distortion
>would
>> not impact anything unless you insisted on duplicating FEM engineering
>software
>> line for line.  What if you could get within 5% of the same results but on
>code
>> that runs 10,000 times faster?   If your tire data might be off by any more
>> than 5% there's no point bothering with the FEM approach because the model
>is
>> no more accurate either way.  It's cool to say "this has an FEM model", but
>if
>> it's not more accurate because of it's inclusion, isn't it just hype?  (Of
>> course you have to take your hat off to whoever wrote it anyway!)

>Depends on if you're into entertainment or engineering. In engineering it
>is very important to get it right. In entertainment it would not be as
>crucial, but then why use a complicated model at all?

My point is that even the accuracy of an FEM or Magic Tire Model is
questionable when introduced into a real time vehicle sim, whether it's a game
or real engineering application.  There are no transient effects in Pacejka,
for example, although the steady-state stuff can of course be very close since
the force output comse from measurements.  But tires do not appear to behave
the same way when a slip angle is first introduced as they do when they've been
operating at that slip angle for a few seconds, for one thing.  So even if you
measure these things on a tire tester and reproduce the force data, how
accurate is the model as a whole when the steering angle changes?  FEM models
are probably developed partially by looking at test data, which itself has
limitations.  Regardless, this
...

read more »

J. Todd Wass

Yawn - Update at West-racing

by J. Todd Wass » Fri, 26 Sep 2003 19:18:51

>From: "Stefan Larsson" l...@nospam.s2.chalmers.se
>Date: 9/18/2003 3:36 AM Eastern Daylight Time
>Message-id: <pan.2003.09.18.07.36.09.688...@nospam.s2.chalmers.se>

>On Wed, 17 Sep 2003 13:39:57 +0000, Ruud van Gaal wrote:

>> Still, what extra accuracy would that give you? The problem is that
>> you're simulating more & more, modeling more inaccuracies with every
>> model. At some point you lose progress.
>> Even for scientific things I wonder about the purposes of too much
>> modeling. The more complex the model, the more off your variable
>> guesses will be.

>> As Todd indicated somewhat, for entertainment purposes we're nearly
>> there, CPU-wise, except perhaps for damage modeling.

>I don't know, more "accuracy"? Is there any studies done on which level of
>details that is unnecessary with e.g. a screen and a force-feedback wheel
>as the only user inputs?

To me, good "simulation accuracy" means you could run a telemetry system off it
and given steering angle and power application percentage the simulation
matches well with what a real life car does.  I.e., could a vehicle dynamics
engineer use it to design a real car and come up with understeer gradients and
so forth?  

Screen and force-feedback issues and so forth are a matter of communicating
this to the user and is a seperate issue (to me anyway).  Is the model
accurate, does it feel accurate, or both?  Of course as you point out you need
all of the above.

- Show quoted text -

>> Scenegraph operations are almost impossible to do efficiently for
>> every situation out there. On the other hand, perhaps some techniques
>> can be thought off that are generally useful and do ok with brute
>> force.
>> Just like the Z-buffer is actually a very inefficient brute-force way
>> of doing Z-sorting, but so suited for hardware that's it's now really
>> useful. :)

>I guess that is something that they are aiming at.

>> Right, the last few percent of the detail is lost already for
>> entertainment purposes.
>> For engineering, the data becomes more important than the model, I
>> think. No use in simulating cylinders to get extra 'realism' if you
>> give it the wrong data, and often you can't get accurate data either.

>The only thing I can think of is to simulate more realistic engine sound
>and capturing individual misfires and such...

Good point.  And if you recall the simple system I did for this, it was pretty
CPU hungry and was very basic.  Sounded pretty cool though if I do say so
myself :-P

>> For entertainment, just denting a model at the point of impact is
>> enough. Who cares if it's totally accurate; as long as it looks dented
>> & damaged, it's ok.

>Hardcore fans care?  The average 14-year old PS/2 owner won't. I would
>indeed find it quite amusing if the car actually gets affected in a
>"realistic" sense.

Good point.  That would be fun too.  Aero effects are not possible to do in
real time with a standard engineering approach, but there's nothing stopping
developers from moving the centers of pressure around on the car in real time
in a way that corresponds somewhat to body damage.  That would be free.

>> That's what we do. :) A high-end steering wheel does help you feel
>> details better. But for now, I just use a simple noise function to
>> simulate road granularity. Works ok. Who can tell the difference if I
>> were to input the exact road structure? The projects needing that kind
>> of info are getting more niche.

>Probably. After all it's all about fooling the user to think it is real?
>Maybe one should work more with psychology than modelling? :)

Again there are two different areas here.  The first is the handling
mathematical output.  Does it match telemetry for a real car under the same
conditions?  If so, I say it's "an accurate model."  The other aspect is indeed
psychological.  For instance, what field of view do you want to use?  How far
do you go with modelling road surface bumps and so forth?  Do you just want to
feel a vibration on your rear end?  

For these types of things the level of complexity should be determined by "if
we add this, 1) will anybody know it?   2) Will it improve accuracy (in the
telemetry sense)?"

- Show quoted text -

>>>Fine with me... I'm discussing this issue due to my own simulations which
>>>are of crank angle resolution... These don't run i real time... :(

>> That's fortunately just a matter of time.

>> The problem with simulations at one point is that you need so much
>> knowledge to build good data for it (i.e. a car built out of
>> components gets harder to simulate if you model it inside & out).
>> Simplifications will always be used, no matter if the hardware can
>> deal with it.

>The upside is that you, as a constructor, learn a lot about the behaviour
>of the system you are trying to simulate, even if the model does not
>capture the reality precisely... And by building a complicated model
>you are more aware of what particular effects a simplification would
>lead to.

True.  I'd say most of what I pretend to know about handling dynamics comes
from developing the model.  You see how everything works together and since you
have to write and/or develop the equations yourself, you get insight into it.
I'm sure you're familiar with this from your engine work :-P

I think what Ruud's point here was similar to mine in regards to using FEM
suspension.  If you're using a straight kinematic approach and are getting
dynamic camber angles with 99.9% accuracy while at the same time unknown tire
variables are limiting overall accuracy to only 95%, then adding FEM won't
help.  Especially if you must guess the FEM inputs and can only do so
accurately enough to get within 90% of, for example, the correct dynamic camber
angle.  Even though you've added complexity, you've also added unknown
variables and could easily make the entire model less accurate as a whole.
This happened to me recently when we were investigating clutch operation.  I
tried letting the centrifugal clutch model actually move forwards and
rearwards, but it didn't improve anything (a 2 DOF clutch).  In fact, I ended
up disproving my own theory about what we were looking at :-P  Tread carefully.

The upside of the more complex approach is, as you've pointed out, you can now
study how bending loads and so forth might effect things.  The downside is
unless you've got really accurate input data, the overall model could easily
become less accurate even though it's hi-tech.  To me this is a bad thing, as
the car now performs less like the real thing than it did with the simpler
model.  Don't get me wrong, I want all the stuff you've talked about too, but
if you can't get the Corvette to drive like a real Corvette because you've
added so many unknown variables, then I don't want it in a simulator unless
it's for research and my own kicks.

Case in point:  I just finished up a new tire model that runs on the geometric
and physical properties of the tire.  It's a far cry from an FEM model
(although I suppose I could call it a "quasi-FEM" model, but probably won't)
and is no replacement for testing a real tire, but seems to give very good
results for the particular cars we're doing (1:10 and 1:8 scale IC RC cars).
It's well known that temperature effects grip, but adding that isn't going to
necessarily make a pro driver say "this drives more like the real thing than it
did before."  

The only telemetry data we have (yes, they have telemetry on RC cars, crazy
isn't it?) is for speed vs. time.  By adding temperature effects without having
data to correlate anything with, we run the risk of making things less
accurate.  They don't make tire testers for RC car tires, so I have to put
faith in the physical model that the grip is right before handing it to the
pros to drive it around.  I.e., we don't even have tire force data for grip at
one temperature, let alone a whole range of them, let alone how quickly the
tires heat up and cool down or an accurate understanding of how they do so.
The same principle goes for anything else of course.  After a point, adding
complexity to things can backfire and you might end up with less accuracy.  We
may do temperature, but we'll have to be very careful for exactly this reason.
The cars are extremely sensitive and we don't suddenly want understeer at point
A to turn into oversteer because the temperature effects we added for the "wow,
it has temperature effects, isn't it cool factor" weren't quite right.  If it
was closer before, meaning it matched the telemetry more closely before, it's
best to just leave it alone IMHO :-)

>/Stefan

Todd Wasson
Racing Software
http://PerformanceSimulations.com
http://performancesimulations.com/scnshot4.htm

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