Howdy folks. This is no big deal really, but though somebody here might be
interested in seeing a new car. I want to thank Ruud van Gaal for helping
import this SCGT car that was converted to run in Racer. The first pic is the
only new one, so if you saw the last stuff, save yourself some time and bail
out after you see the Charger ;-)
Too busy with suspension to get into pretty graphics right now, so be warned
:-)
http://performancesimulations.com/scnshot3.htm
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
Loooking good. So you've got dodgy graphics ... who cares! You can clearly
see the physics from the screenshots - and it looks pretty impressive.
Getting a sense of gameplay just from screenshots is some achievement.
So, since you mentioned it ... how are you doing the suspension ;)
Personally I'm going along the proper constrained dynamics route - Lagrange
multipliers and all that. But I'm running into problem after problem, so I'm
interested in getting different perspectives on things. If you're using the
same techinique as me it'd be good to know that it's going to be worth it
after all the hassle. If not, I'd like to know what other options are
available ...
Mike.
"J. Todd Wasson" <[email hidden]> wrote in message
news:[email hidden]...
> Howdy folks. This is no big deal really, but though somebody here mightbe
> interested in seeing a new car. I want to thank Ruud van Gaal for helping
> import this SCGT car that was converted to run in Racer. The first pic isthe
> only new one, so if you saw the last stuff, save yourself some time andbail
> out after you see the Charger ;-)
>
> Too busy with suspension to get into pretty graphics right now, so bewarned
Quoted text (17 lines)
> :-) > > http://performancesimulations.com/scnshot3.htm > > > > > > > > > Todd Wasson > --- > Performance Simulations > Drag Racing and Top Speed Prediction > Software > http://PerformanceSimulations.Com>Loooking good. So you've got dodgy graphics ... who cares! You can clearly
>see the physics from the screenshots - and it looks pretty impressive.
>Getting a sense of gameplay just from screenshots is some achievement.
>
Thanks :-) It took awhile to get that corner just right to snap that
picture. lol
>So, since you mentioned it ... how are you doing the suspension ;)
Muhahahaha ;-) I'll never tell....
>Personally I'm going along the proper constrained dynamics route - Lagrange
>multipliers and all that. But I'm running into problem after problem, so I'm
>interested in getting different perspectives on things. If you're using the
>same techinique as me it'd be good to know that it's going to be worth it
>after all the hassle. If not, I'd like to know what other options are
>available ...
That's too complicated for me and too slow from what I've heard (although it
IS more accurate if you model all the masses in the suspension appropriately,
which is beyond me). Sorry, Mike, but I'm not talking yet about how I'm doing
the suspension, it's taken a few months part time work so far to figure out,
write, and debug so far, so it'll remain my little secret for awhile yet.
Anyway, it's nowhere near as complicated as the proper constrained approach.
Hey, with my goofy graphics, I gotta have a leg up somewhere, right? ;-)
For some other options, read
http://www.lib.ncsu.edu/etd/public/etd-373202299842941/etd.pdf
My method sounds similar to Lotus Engineering's quasi-static approach on page
27.
Anyway, the first 29 pages cover a lot of different approaches to things.
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
In article <[email hidden]>,
[email hidden] says...
> Too busy with suspension to get into pretty graphics right now, so be warned
Pearl paint job, impressive. ;)
Cheers,
Rod.
>Pearl paint job, impressive. ;)
Hehe, thanks. The shop wanted to much blasted money for Ferrari red, so I
went with that instead :-)
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
> Thanks :-) It took awhile to get that corner just right to snap that
> picture. lol
Know the feeling ;-)
>
> >So, since you mentioned it ... how are you doing the suspension ;)
>
> Muhahahaha ;-) I'll never tell....
>
Damn! Well, it was worth a try ...
>
> >Personally I'm going along the proper constrained dynamics route -Lagrange
> >multipliers and all that. But I'm running into problem after problem, soI'm
> >interested in getting different perspectives on things. If you're usingthe
> >same techinique as me it'd be good to know that it's going to be worth it
> >after all the hassle. If not, I'd like to know what other options are
> >available ...
>
>
> That's too complicated for me and too slow from what I've heard(although it
> IS more accurate if you model all the masses in the suspensionappropriately,
> which is beyond me). Sorry, Mike, but I'm not talking yet about how I'mdoing
> the suspension, it's taken a few months part time work so far to figureout,
> write, and debug so far, so it'll remain my little secret for awhile yet.
> Anyway, it's nowhere near as complicated as the proper constrainedapproach.
page
Thanks for the link, I'll have a look through. Anyway, after thinking about
it over the weekend I've decided the best thing is for me to just plough on
with the Lagrange stuff and see if I can get it to work. I've done quite a
bit on it already, and it shouldn't be too far from working so it seems a
shame to waste it all. And it should give me better results in the end than
any other method.


































