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DarkBASIC Discussion / need help on realistic car physics

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Link102
20
Years of Service
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Joined: 1st Dec 2004
Location: On your head, weeeeee!
Posted: 10th Nov 2007 01:25 Edited at: 10th Nov 2007 12:16
Currently I'm wrapping my mind around this website: click.
The site contains a complete Physics guide on race cars, oriented on race drivers.
I'm using it to create a realistic car demo.
This is my current progress:


as you noticed, it's as fake as can be. That's becouse it's not complete.
- T_Engine# (engine torque) is controlled directly by the upkey
- brakes are not yet modeled
- weight distribution, supension and wheel spin are next on the list too.
I'll need a lil help on this:
first thing first: T_Engine#
the function to calculate it is not featured on the site.
I got "BHP = (T_Engine# * RPM)/ 5.252" from howstuffworks.com, that would mean "T_Engine# = (BHP * 5.252)/RPM". I fixed the rpm under the upkey, but that gives "Cannot devide by 0"

Could anyone give me a pointer as to how to calculate T_Engine#?
and what does acctually happen to the engine when you shift gears

thank you

Don't look at my sig!
Link102
20
Years of Service
User Offline
Joined: 1st Dec 2004
Location: On your head, weeeeee!
Posted: 13th Nov 2007 18:07
Nevermind, I got it link

Don't look at my sig!
Flyin Mushroom
17
Years of Service
User Offline
Joined: 12th Jun 2007
Location: Arkansas
Posted: 27th Nov 2007 02:38
Adding the vehicle sound, by using either a custom rpm function or the current speed as the variable along with the SET SOUND SPEED command is quite fun to code. Perhaps even alittle WIND sound when the vehicles gets moving, or changing sound from concrete to grass tire spinning sounds.

[quote]Just wanted to give you another feature idea to keep on your head.

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