Re: Force feedback integration : need help about physics
Christos Dimitrakakis <[email protected]>
| Newsgroups | gmane.games.torcs.devel |
|---|---|
| Message-ID | <[email protected]> |
Annick et Jean-Philippe wrote: > Hi, all. > > Currently working on force feedback integration in Torcs, > I am very close to the moment when I'm able to inject some effects > into my wheel. > > But now, it's time to really think about : > 1) what effects we want to render in the drivers hands > (let's list them all ; we'll see later if we can, depending on the FF device) > 2) what forces / moments computed into the physics simulation engines > (simu V2 and simu V3) we can use to set effects / effects parameters ; > and may be there is a need to compute other ones ? > 3) how we get these forces / moments from the simu interface > to the human driver module. > > I have some very small ideas about that, but really need your input : > > 1) - increase the steering counter-force with speed > (more and more hard to steer when speed increases, > linked to wheels' inertia, and also active steering systems) We'll have to see if that works out. > - provide some vibrations when rolling on kerbs, > but also on sand, grass, ... or bumpy road / track > (we have data about the ground under each wheel, > but can we have / compute realistic "vibration" frequencies > for these different grounds, apart from the real bums/holes ?) This should be handled directly from the suspension info. > - is there a way to make the driver feel in its hands > * the spinning of the front wheels for front wheel drive cars > * the sliding of these wheels when the car under-steers > In general I don't feel the first one on the wheel itself.. I can feel the second one more from the sound ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/