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Car with Stat/Dyna Friction

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Author: The Linkage

Group: Technical

Filesize: 8.72 kB

Date added: 2017-02-12

Rating: 6.4

Downloads: 896

Views: 266

Comments: 3

Ratings: 4

Times favored: 0

Made with: Algodoo v2.1.0


Scene tag

This was a test of a dynamic friction mode for cars that I've been wanting to do for some time already. I'm using totImp3 to get the x,y forces on each wheel, relative to the background, then convert them to x,y values relative to the wheel, and finally apply Drift mode if the forces in X or Y exceed a certain value. Currently has a lot of bugs (for example, the car has a nearly infinite maximum speed when the rear wheels drift :P ) It isn't 100% accurate drifting but it's a major step forward from the simpler cars that plague the Algobox. What I'm most concerned about with this thing is that it lags slightly to me... so more complexity isn't really a good idea

W to accelerate, S to brake, mouse to steer and SHIFT to handbrake (NOT toggled obviously!)
The thrusters on the wheels give a nice effect. Drift mode is Red and normal is dark grey
Also I'm sorry but the wheels rotate 360º without constraints, I tried clamp but it's obviously going to be more complex than that

Uses heavily rescripted Kilinich's K-Wheels (Not really the name but sounded accurate since, well... K-Wing :lol: )
Link to his scene here
Last edited at 2017/03/19 14:24:30 by The Linkage
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Title: Car Wheel Friction
Rating: 5
Filesize: 21.4 kB
Downloads: 363
Comments: 4
Ratings: 1
Date added: 2017/02/17 09:53:53
Made with: Algodoo v2.1.0
Rating: rated 5
Isn´t that script a little too complicated?
(also totally confusing for me :bonk: )
My script read relative horizontal and rel. vertical speed,
(relative to angle if wheel=box)
if horizontal is bigger than (vertical+1) wheel is "sliping"
(+1 for stability while car stay in place)
(so if movement direction and wheel angle is more than ~45° wheel start to "slip")

How your wheel works?
Thx for showing me K-wheel _o_
I will use it in my truck scene
My method is measuring the X and Y forces relative to the wheel, and the wheel will slip if the forces surpass a given threshold, and it will stop drifting after it goes below a MUCH smaller threshold. So if the wheel is doing 90k N to the side (totally unrealistic I know) it wil start slipping, and it will be in Drift mode until it goes below 200 N. The problem of this method is that I need to calculate forces using totImp3 on the axle and then transmit that to the wheel. But I can get how much force the wheel does to push the car too
wow!!! just wow... this is a really good drift car :o :lol: :tup: :tup: :tup: i played around with it around 1 hour non-stop :tup:
10/10 for sure