I do not have any listing of this sort, but this is what I can tell from
the specs and personal experience. They model the car as a rigid body
with mass and rotational inertia, which they use to update the rotation
and velocity of the car based on all the torques relative to the center
of gravity and forces acting on it. They model the engine with all the
torques it exhibits on both the chassis and the wheels. It appears the
rotational inertia of the wheels is modelled, I am not sure about their
mass though, as the problem with these two is the time-step required to
do it accurately.
The suspension movement is modelled, but it appears that the movement is
only in the vertical direction with no changes of camber or scrub, so
probably the suspension geometry is a bit simplified. I could be wrong
here, though.
The aerodynamic drag is modelled, and so is slipstreaming. There appears
to be no aerodynamic effects with running the front of your car low and
the back high or the opposite (i.e. downforce and `upforce'), but then
again, I am not really sure. I also do not know if the drag increases at
high slip angles, although the increase is probably negligible with
respect to the drag from tyres.
The grip/traction forces are modelled really nice, with both slip angle
and ratio modelled. The effect of slip ratio can be seen when stepping
on the accelerator and the revs increase instantaneously, and then again
drop when the accelerator is released.
These are mostly my observations, so I again stress that I might be
wrong.
Greetings,
Gregor
Quoted text (8 lines)
> I would be interested to know what features are actually modelled in GPL. > Aerodynamics obviously are modelled to some extent when slip streaming and > the tyres are modelled pretty accurately. > Can someone please provide a list of known features. > -----------== Posted via Newsfeeds.Com, Uncensored Usenet News ==---------- > http://www.newsfeeds.com The Largest Usenet Servers in the World! > ------== Over 73,000 Newsgroups - Including Dedicated Binaries Servers ==-----Maybe this will be of help? :
http://home.c2i.net/thepaddock/archives/exclusive.htm
I know it's old etc., but atleast it will give you a little idea of the
complexity of the physics engine.
ed_
> I don't remember where I read it, but there was a list someplace. The
> article I read described that they started with a rigid body.
I would be interested to know what features are actually modelled in GPL.
Aerodynamics obviously are modelled to some extent when slip streaming and
the tyres are modelled pretty accurately.
Can someone please provide a list of known features.
-----------== Posted via Newsfeeds.Com, Uncensored Usenet News ==----------
http://www.newsfeeds.com The Largest Usenet Servers in the World!
------== Over 73,000 Newsgroups - Including Dedicated Binaries Servers ==-----
Don't drive F3 :) I thought it was proved to be unmodelled - hence the
+max values being used in everyone's setups?
Well, there's lots of little problems - e.g. warping into places and
getting thrown skyward.
Also, from what I've seen, the cars are very simple boxes for collisions
- 4 wheel boxes & a chassis box. Not highly detailed :) You can drive
into the end of a thin wall, for example, and the car will drive through
as if it weren't there...
16rpm is the limit, or is it 8? No I'm not obsessed with detail!
I guess I could also have mentioned the two things that are really
bugging me about GPL:
No depth/z buffer :-(
No curved track cross-sections (i.e. banking is rubbish)
Oh, and the physics of flight are a bit weird...
Roll on GPL2 :)
Phil
(grooooovy)
I think you'll find that Phil means that almost all hotlappers use
-0.500 toe out at the front, but that the difference in rolling
resistance and top speed is not modelled. (At least it seems to be the
case - try Talladega.)
Rafe Mc


































