Re: Patch for wheel spin velocity traction

Bernhard Wymann <[email protected]> Wed, 08 Apr 2015 00:12:13 +0200
Newsgroups gmane.games.torcs.general
Organization wytec
Message-ID <[email protected]>
Hi David

It makes in my opinion no sense in respect to the tire model, the slip 
definition looks consistent as is for me (in your analysis there is a 
little glitch, vt is not the car velocity, it is the wheel specific 
velocity, all wheels have usually at least slightly different velocities).

The proposed change would cause a discontinuity which would usually 
lower the grip.

I think a better solution for drifting is to adjust the parameters of 
the tire model , differential and suspension. If you don't mind to edit 
the XML you can adjust as well the engine braking coefficient (instead 
of adapting your accelerator control in your mind;-) ).

Other opinions?

Kind regards

Bernhard

On 03/27/2015 07:29 PM, David Savinkoff wrote:
> Hi Bernhard,
>
> Please apply this patch; which makes for better maneuvering while
> drifting and overtaking in corners.
>
> What I found interesting with the line of code:
> sx = (vt - wrl) / fabs(vt);
>
> Is that:
> sx = (car_velocity - wheel_spin_velocity = slip_velocity) / car_velocity;
> Has no [units] and is 'with respect to' car_velocity.
> This works well with braking because the wheel_spin_velocity is less
> than the car_velocity.
>
> When wheel_spin_velocity is faster than car_velocity, it appears that this
> unitless value works better with respect to wheel_spin_velocity.
>
> Thus:
> sx = (vt - wrl) / ( MAX(fabs(vt) , fabs(wrl)) );
>
> Sincerely,
> David Savinkoff
>
>
>
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