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Artificial Downforce

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Author: AverageCoder

Group: Default

Filesize: 0.55 MB

Date added: 2022-08-16

Rating: 5

Downloads: 1221

Views: 264

Comments: 7

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.3

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While algodoo does have air physics, it doesent seem to simulate downforce, so I made a box that pushes the car to the ground as it goes faster.
Last edited at 2022/08/16 03:20:57 by AverageCoder
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Hi AverageCoder,

i am learning physics in school and i really like it a lot. i hope you won't mind to answer a couple of questions about this car scene because i really want to understand it better. my first question is about that blue section of the road. Why does the car go faster when it drives over that blue section of the road? also could you please explain how the math works in that gray box? I know it somehow affects the velocity but i don't understand all of the terms in the equation......

vel = vel - [cos(angle + math.pi / 2), sin(angle + math.pi / 2)] * (math.vec.len(vel * [cos(angle + math.pi), sin(angle + math.pi)])) / Sim.frequency * math.toFloat(string.split(text, "|")(1))

i hope you could help me undersstand this. THANK YOU SO MUCH!!!!!!!
Tire Burnout -

I think I found how it works tho.

(the first angle thing) ANGLE + MATH.PI / 2 is basically a rotated version of the angle. I will call this P1.

(the second angle) [cos(P1),sin(P1)] is basically the angle-to-velocity formula. An object of angle 0 will go right, but an object of angle 0+MATH.PI/2 will go down. This is important because now it will guarantee the velocity of the object. I will call this P2.

(the third angle) vel=vel-P2*((magnitude order)) is something that i may never understand, but it relates to magnitude of downward force.

(the fourth angle) This is divided by SIM.FREQUENCY so that no matter how much the frequency is, Algodoo can remain unbiased. This is again multiplied by the conversion of a string to a float form of the number in between the "|" characters, which controls how much downward force is applied to the car.

Hope this helps :)
so the velocity is subtracted by the velocity downwards of the car then its multiplied by the direction of what its supposed to be, then its divided by the frequency, then is multiplied by the value of the text

vel = vel - DownwardFace * Straightness / Sim.frequency * force

this isnt realistic though
Thank you guys, especially 42flowermaster! You explain things like a teacher would. very detailed and understandable. Thank you VEEEEEERY much!!! :)
I see that TireBurnout got his question answered about the math equation but no one answered his question about the blue section of the road! So, I thought I would chime in and answer it for him:

One of the parameters of that blue section of road (which is just a box) is materialVelocity. Normally that parameter is zero, but AverageCoder set it to -100.00. With a value other than zero, the surface of that box is moving at a velocity of -100 (not sure of the units, but I believe it is meters per second). You cannot see it, but anything that touches the perimeter of that box will be accelerated one way or the other depending on the sign and the magnitude of that value. When the tires of the car make contact with the outside edge of that box, the car will be accelerated at the rate and direction that materialVelocity was set to. Easy peasy! :lol:
Last edited at 2022/08/17 19:51:13 by Xray
Thank you xray! I was wondering about that.
The fixers are a the edit instucction

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10 can fix