Limited Slip Differential Modelling Hi fellow gamedevs. Currently I'm working on a vehicle simulation. My goal is to have a sim that is as realistic as possible using as simple math as possible. My model is torque transferring model, which means the components are separated and will be given torque. Each will compute the speed and transfer the reaction torque to the other. For example: The engine produce torque, that torque is multiplied through the gear, then divided in the differential, then to the wheels. The wheels compute speed and traction force, apply force to the body then send back the reaction torque all the way to the engine, end of frame. Next frame the engine will use the reaction torque to compute net torque then pass that along the pipeline, beginning a new cycle.With that model, I now have a simple open diff by simply constantly dividing the engine torque by 2 and give to the wheels equally. So leftWheelTorque = rightWheelTorque = engineTorque * 0.5f.My problem now is to figure out the exact amount of torque from limited slip diff that will go to each wheel. I'm using this formula:leftWheelTorque = engineTorque * 0.5f + diffTorque;rightWheelTorque = engineTorque * 0.5f - diffTorque; I can't find any formula to calculate the diffTorque (locking torque). Can somebody point me to what I need to do or what book/article I need to read? The stuffs I've read are just overview and not very suitable for programming. A book with a ready to use formula would be awesome. https://ift.tt/eA8V8J
Hi fellow gamedevs. Currently I'm working on a vehicle simulation. My goal is to have a sim that is as realistic as possible using as simple math as possible. My model is torque transferring model, which means the components are separated and will be given torque. Each will compute the speed and transfer the reaction torque to the other. For example: The engine produce torque, that torque is multiplied through the gear, then divided in the differential, then to the wheels. The wheels compute speed and traction force, apply force to the body then send back the reaction torque all the way to the engine, end of frame. Next frame the engine will use the reaction torque to compute net torque then pass that along the pipeline, beginning a new cycle.With that model, I now have a simple open diff by simply constantly dividing the engine torque by 2 and give to the wheels equally. So leftWheelTorque = rightWheelTorque = engineTorque * 0.5f.My problem now is to figure out the exact amount of torque from limited slip diff that will go to each wheel. I'm using this formula:leftWheelTorque = engineTorque * 0.5f + diffTorque;rightWheelTorque = engineTorque * 0.5f - diffTorque; I can't find any formula to calculate the diffTorque (locking torque). Can somebody point me to what I need to do or what book/article I need to read? The stuffs I've read are just overview and not very suitable for programming. A book with a ready to use formula would be awesome.
from GameDev.net https://ift.tt/2ODPdOL
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