Yeah, I already have some data for all of this that I can extrapolate from. Not that this is super important, but if I already have most of the building blocks to implement it, why not. Little details add up.
Perhaps, but I don't think I need super intricate formulas to know if I should treat the left and right wheels as one piece, separate or anything in between when it comes to inertia in a differential. Probably I will try some testing and see what feels better, compare it real footage and with...
What do you mean by richer model. Can you point me in a general direction at least were to look?
Also I don't quite understand what do you mean by "a single parameter named "inertia"". When you sum up all the drivetrain inertias at the wheel it is a single parameter.
Well, I want to use this in games and given that there will be an upgrade system, where you can change your prop shaft for example from steel to carbon or changing your brake discs to lighter or heavier ones it makes sense to have at least some of these. It doesn't really hurt my fingers to...
In an open diff the whole thing can be “locked” together like here:
and if it’s “locked”, again acts like a single unit, meaning you need both left and right wheel inertias to calculate one side.
but at the same time one wheel could be essentially still, while the other spinning as fast as...
Thank you for explaining this. I had a suspicion that multiplying engine inertia by how much the clutch is slipping is not right.
I do, I can rev the engine freely when the clutch is disengaged and then the output torque of the transmission is its internal friction torque only, which is based...
Hi, I’m making a vehicle simulator and I’m not entirely sure if my inertia calculations are right or are completely wrong. What I currently have now is something like this:
1. Engine:
engine_Out_Inertia = engine_Inertia; this should contain the inertia of the engine and all of it’s auxiliaries...