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


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