Hi!
I don't doubt that the gravitational acceleration of 9.81 m/s2 is
right but somehow it often looks too low for me.
I saw a rally race on TV yesterday and I recognized that if the cars
jump big jumps they are on the ground again after about 1 sec :)
That means even with high velocities they have contact again after a
very short period of time.
When I try to reproduce this with a "9.81-sim" like my car simulator
or Carmageddon 2 (the only game I've installed) it is as if you're
flying like a
bird for several seconds.
It looks as if the gravity "attacks" to late after jumping.
I think in games where jumping is not very common this is not a
problem, but if you're making a stunt game (like me) this seems quite
unrealistic.
Just to have a look I took 20m/s2 of gravity and in many situations it
seems much more realistic.
I was wondering which other physical fact influences the gravitational
motion of the car body, but if it was only the real-world's air
friction, the cars in my sim would fall even slower since I don't have
air friction implented yet.
Did you notice that behaviour?
Thanks!
Robert
Why sim car jumps look floaty despite correct gravity
A developer asked why jumps in his sim looked too slow even with gravity at 9.81 m/s². Others explained that rally cars mostly drop from crests with little vertical velocity, that suspension absorbs takeoff, and that hang time is hard to judge by eye. Ruud van Gaal and Todd Wasson confirmed their sims behaved correctly when tested, and mjessick of Motorsims noted that game producers had raised the same concern.
physics/realism debate
Automated summary.
"MothaBrain" <[email hidden]> wrote in message
news:[email hidden]...
Which way is that high velocity? It's along their direction of travel - not
vertically. The vertical velocity imparted by a small jump is not a lot.
i.e if something is moving up at 9.81 m/s - it'll take 2 seconds to arrive
back at the point it started (1 seconds to slow down to 0 - 1 seconds to
accelerate back to the same point again)
9.81m/s is infact 35km/h. The verticle element of the velocity of a car is
no where NEAR that much - while it's horez. element may be in excess of
200km/h
Doug
Quoted text (9 lines)
> Hi! > > I don't doubt that the gravitational acceleration of 9.81 m/s2 is > right but somehow it often looks too low for me. > > I saw a rally race on TV yesterday and I recognized that if the cars > jump big jumps they are on the ground again after about 1 sec :) > That means even with high velocities they have contact again after a > very short period of time.Quoted text (7 lines)
> I don't doubt that the gravitational acceleration of 9.81 m/s2 is > right but somehow it often looks too low for me. > > I saw a rally race on TV yesterday and I recognized that if the cars > jump big jumps they are on the ground again after about 1 sec :) > That means even with high velocities they have contact again after a > very short period of time.Quoted text (10 lines)
> I think in games where jumping is not very common this is not a > problem, but if you're making a stunt game (like me) this seems quite > unrealistic. > Just to have a look I took 20m/s2 of gravity and in many situations it > seems much more realistic. > > I was wondering which other physical fact influences the gravitational > motion of the car body, but if it was only the real-world's air > friction, the cars in my sim would fall even slower since I don't have > air friction implented yet.
"Andy Laurence" <[email hidden]> wrote in message
news:9sbhpu$129mk8$[email hidden]...
The weight of the car has nothing to do with the height it will jump and
fall.
i.e a 100 kg weight projected up at 9.81 ms will take 2 seconds to fall back
to earth. The same is true of a 1g lead shot. (ignoring air resistance)
Doug
Quoted text (9 lines)
> > I don't doubt that the gravitational acceleration of 9.81 m/s2 is > > right but somehow it often looks too low for me. > > > > I saw a rally race on TV yesterday and I recognized that if the cars > > jump big jumps they are on the ground again after about 1 sec :) > > That means even with high velocities they have contact again after a > > very short period of time. > > The cars are heavy, and travel upto about 120mph.Douglas Ellison wrote:
Yes, but a heavy car will deform the suspension further, reducing the
effect of a small jump ramp.
Dave
Quoted text (20 lines)
> "Andy Laurence" <[email hidden]> wrote in message > news:9sbhpu$129mk8$[email hidden]... > >>>I don't doubt that the gravitational acceleration of 9.81 m/s2 is >>>right but somehow it often looks too low for me. >>> >>>I saw a rally race on TV yesterday and I recognized that if the cars >>>jump big jumps they are on the ground again after about 1 sec :) >>>That means even with high velocities they have contact again after a >>>very short period of time. >>> >>The cars are heavy, and travel upto about 120mph. >> > > The weight of the car has nothing to do with the height it will jump and > fall. > > i.e a 100 kg weight projected up at 9.81 ms will take 2 seconds to fall back > to earth. The same is true of a 1g lead shot. (ignoring air resistance) >WRC cars have aerodynamics load which are note insignificant.
Plus they rarely jump but only fall from bumps, so inital vertical
velocity is 0.
Usually they never jump more than 2 meters high.
x1 = x0+v0*t + 1/2at^2
v0 = 0
x0 = 2
x1 = 0
t = Sqrt+( 4 / a )
a = -9.81
t = 0.6 sec
without any aerodynamics load.
in Formula One Family on AbMotors they said that with actual wings on F1
at 200kmh the car could drive on a ceiling. Obviously WRC wings are much
smaller than that ;o)
So maybe t final could something like 0.45sec wich is small !!! usualy WRC
do 1 meter high jumps.
=> t ~= 0.3 sec
Try to fall an object from 1 or 2 meter in your sim a time it with your
watch.
regards,
--
Sebastien TIXIER - Game Developer
Dynamics and Car Physics
http://www.eden-studios.fr
GPLRank Normal:-44.24 Monster:-124.44
Quoted text (14 lines)
> > > I don't doubt that the gravitational acceleration of 9.81 m/s2 is > > > right but somehow it often looks too low for me. > > > > > > I saw a rally race on TV yesterday and I recognized that if the cars > > > jump big jumps they are on the ground again after about 1 sec :) > > > That means even with high velocities they have contact again after a > > > very short period of time. > > > > The cars are heavy, and travel upto about 120mph. > > The weight of the car has nothing to do with the height it will jump and > fall. > > i.e a 100 kg weight projected up at 9.81 ms will take 2 seconds to fallSure ;o) but if you launch 1000kg of lead and 1 kg of feather in a empty space
from the same height they'll touch the ground at the same time :o)
were not talking of the same thing. your talking about the initial impulse that
cause
the jump and we're arguing about the time to touch back the ground ;o)
Andy Laurence wrote:
--
Sebastien TIXIER - Game Developer
Dynamics and Car Physics
http://www.eden-studios.fr
GPLRank Normal:-44.24 Monster:-124.44
Quoted text (10 lines)
> > That is indeed true, but a 100N force will send a 1Kg radio controlled model > a lot further into the air than a 1000Kg rally car, and as such it will take > longer to come back down. > > Andy (not making himself very clear) > -- > PC-Based Multimedia System > http://www.andylaurence.pwp.blueyonder.co.uk/pcbmms > NB: Spamtrap - my name @yahoo.co.uk> Sure ;o) but if you launch 1000kg of lead and 1 kg of feather in a emptyspace
> from the same height they'll touch the ground at the same time :o)
Yeah (I assume you mean negating air resistance).
> were not talking of the same thing. your talking about the initial impulsethat
> cause
> the jump and we're arguing about the time to touch back the ground ;o)
Yeah, but the time taken to get back to the ground is proportional to the
height of the jump. This in turn is proportional to the impulse. I was
just trying to say that the vehicle could be going higher in his simulation,
yet seem a similar height because of camera angles. I'm not disagreeing
with anyone on this thread (so far), just adding a different perspective.
Sorry for the confusion.
Andy
--
PC-Based Multimedia System
http://www.andylaurence.pwp.blueyonder.co.uk/pcbmms
NB: Spamtrap - my name @yahoo.co.uk
But the weight does change how much of the jump will be absorbed by a given
suspension, thus changing the height of the jump.
Jesse
So THAT's how those mogul skiers don't launch off of every mogul!
;-) ;-) ;-)
Great analogy for those strict "in a vacuum neglecting all friction" people.
Jesse
Yeah, 9.81 fps/s if you're a NASA rocket scientist ;-)
Jesse Black <[email hidden]> wrote in message news:9sbstd$5g6$[email hidden]...
> But the weight does change how much of the jump will be absorbed by a given
> suspension, thus changing the height of the jump.
Actually, that's not the weight per se but a combination
of the weight and the suspension characteristics.
Ignoring dampers, it probably involves the static
deflection but you can't really ignore dampers.
Jonny
<snip>
>Did you notice that behaviour?
>Thanks!
>
>Robert
>
I noticed it in my sim too :0) It didn't seem like gravity was working
correctly, but sure enough, dropping the car from a set height caused it to
take xx seconds to hit the ground, just like it should... It looks different
than on tv though, I agree :0)
For a stunt type game, you might want to play with gravity to get it however
"feels" best, and is most fun... You might check to see how high your cars are
being launched off the ramps, they might be beyond current world records :0)
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
On 07 Nov 2001 22:26:11 GMT, [email hidden] (J. Todd Wasson) wrote:
People 'complained' about that in my sim as well. Weird. Tested it,
and it's ok.
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (9 lines)
><snip> > >>Did you notice that behaviour? >>Thanks! >> >>Robert >> > > I noticed it in my sim too :0)I think if you always played your sim with that 9.81-thing and saw it
all the time it doesn't seem strange to you because it's usual.
In my case I already realised it (however used to "overlooked" it) but
when I saw the rally racers on TV I was very surprised how unrealistic
my gravity looks. The cars on TV look heavy but mine are like paper
boxes.
I'm testing gravities of 1,5*g to 2*g now, and my colleague also says
it looks much better now (he's a graphics artist ;))
A problem that arises with the higher gravity is that things like
loopings are harder to manage, so I think I should find some
compromise.
Robert
MothaBrain wrote:
> Hi!
>
> I don't doubt that the gravitational acceleration of 9.81 m/s2 is
> right but somehow it often looks too low for me.
The acceleration of gravity near the Earth's surface of course
varies from place to place, but that is a good estimate. ;)
I have discussed the same concern with game producers.
The problem as I see it is that few people have watched
cars hit abrupt steep ramps at 250 kph and leave
the ground. The effect of a 5 degree flight path angle
at 250 kph are, well, roughly 2.5 times as great ;)
as at a more normal speed of 100 kph.
Most games also have visual fields of view that
are compressed. If you aren't used to compensating for the
effects you can't really evaluate the motion properly.
Even if you drop the car from rest they will note the
apparent slow motion at the start of the acceleration
and ignore how fast the car has gotten just moments
later as it hits (as it does in real life.)
Another problem is that most people are bad at telling
time in small increments. I was once told that a 4 sec
drop test took 7 sec, with back of the envelope
calculations to show that our gravity must be very wrong.
The actual problem in this case was in the calibration
of the one-Mississippi two-Mississippi three-Mississippi
experimental equipment ;).
>
> I saw a rally race on TV yesterday and I recognized that if the cars
> jump big jumps they are on the ground again after about 1 sec :)
> That means even with high velocities they have contact again after a
> very short period of time.
Depends on the upward component of the velocity as they leave the
ground. (How steep they are flying and how fast they are going.)
In games, an artist can easily put in several degrees of ramp
without noticing it. The "Looks flat to me" problem ;)
Also, see comments above about off the cuff time measurements :)
--
Matthew V. Jessick Motorsims
[email hidden] http://www.moto1.net
Vehicle Dynamics Engineer (972)910-8866 Ext.125, Fax: (972)910-8216
On 8 Nov 2001 07:22:21 -0800, [email hidden] (MothaBrain)
wrote:
Use a 3D vector gravity; 19.62 vertical force, and 9.81 in the other
directions. As seen from the body. Or the world, ehm. *Exploding head*
Might be something though so that when the car gets vertical it's
relative gravity vector (as if such things exist!) pulls downward with
only 9.81.
Problem is then back again when reaching the top of the looping, but
you may have to use 2 directional vectors for the Y, so Y down gives
the usual 9.81.
You may also ingore this babble, as it will not make things more
realistic. ;)
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (13 lines)
>I think if you always played your sim with that 9.81-thing and saw it >all the time it doesn't seem strange to you because it's usual. >In my case I already realised it (however used to "overlooked" it) but >when I saw the rally racers on TV I was very surprised how unrealistic >my gravity looks. The cars on TV look heavy but mine are like paper >boxes. > >I'm testing gravities of 1,5*g to 2*g now, and my colleague also says >it looks much better now (he's a graphics artist ;)) > >A problem that arises with the higher gravity is that things like >loopings are harder to manage, so I think I should find some >compromise.You know what? Most of the stuff that's been covered in this topic, I actually
understand. I guess that even though my grades aren't really reflecting it, I
AM learning something in (Advanced) Physics class this year. :) I'm going on
about a low to mid B grade because my homework is always bad--the book we use
is VERY VERY difficult. None of the questions are straightforward. :(
BTW, we're doing impulse/impact right now, and I'm kinda confused. :(
-----------------------------------------
Dan Belcher
Webmaster,
http://www.gplworld.racesim.net/simcrash
Just remember: impact and impulse forces in physics are highly
theoretical and make little intuitive sense (at least in my classes). I
spent a week trying to think through the limits and stuff and only
really got it to work when I discarded my interest in reality.
Dave
Dan Belcher wrote:
Quoted text (13 lines)
> You know what? Most of the stuff that's been covered in this topic, I actually > understand. I guess that even though my grades aren't really reflecting it, I > AM learning something in (Advanced) Physics class this year. :) I'm going on > about a low to mid B grade because my homework is always bad--the book we use > is VERY VERY difficult. None of the questions are straightforward. :( > > BTW, we're doing impulse/impact right now, and I'm kinda confused. :( > > ----------------------------------------- > Dan Belcher > Webmaster, > http://www.gplworld.racesim.net/simcrash >"MothaBrain" wrote ...
>
> I don't doubt that the gravitational acceleration of 9.81 m/s2 is
> right but somehow it often looks too low for me.
>
Back to your original question, yes <g>. At least on this side of the pond, gravitational acceleration is approximately 32 ft/s2, which my simple math tells me is the same thing. And I think the biggest problem with how "it often looks" is that the "hang time" of anything is one of the most deceptive things there is, especially when there's a high lateral movement involved. Our eyes just don't do a very accurate job of measuring secondary movement, which is what the vertical component of a rally jump is, horizontal movement being the primary one.
On Mon, 12 Nov 2001 16:03:12 -0500, "Don Jennings"
<[email hidden]> wrote:
On another note; my gravity didn't suck <g> once because when jumping,
the suspension would get so loaded that its velocity got a bit big. I
then, in my check for an impossible suspension position, forgot to
reset the wheel velocity once the susp bottomed out. This meant if
wheelVel was 60 m/s, it would still be that way, and the spring would
take a long time to get the velocity back to 0 again. In the mean
time, some mean forces kept on pushing the car in the air.
So my gravity was there, but didn't do its job like it was supposed
to.
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/


































