Recent content by soku11

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    Help Me Calculate Wheel Angular Velocity For Simulating a Car

    You're probably right :) But I can start without a clutch and do a 'burnout' when I use much more torque. Let's use now 4400rpm at start (this is the torque peak point for corvetta). This gives me a total torque 475 Nm of the engine and 2850 Nm on the wheel. This is 8400 N of force; a=5.6m/s^2...
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    Help Me Calculate Wheel Angular Velocity For Simulating a Car

    a=4.8 m/s^2 E=a/r=4.8/0.34 1/s^2=14 1/s^2 This approach looks good, but is it really correct? In the article I read this was more comlicated (http://regedit.gamedev.pl/Mirror/Car%20Physics%20for%20Games/Car%20Physics%20for%20Games.html ). You can look at the "Torque on the drive wheels"...
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    Help Me Calculate Wheel Angular Velocity For Simulating a Car

    Hmpf... That's not my problem :) This force can be the traction force, but it may not. This force just accelerates the wheel to a certain angular velocity. With this velocity I can get the force on the car by using slip ratio and so on... That's not important. The problem is that this force...
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    Help Me Calculate Wheel Angular Velocity For Simulating a Car

    Some 'constants': first gear ratio: 2.66 differential ratio: 3.42 efficiency: 70% ratio=2.66*3.42*0.7~6.4 mass: 1500kg wheel radius (calculated): 0.34m torque=390Nm (1000 rpm) torque on the wheel=390Nm*6.4=2496Nm force on the contact point=2496Nm/0.34m~7300N I approximate the friction forces...
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    Help Me Calculate Wheel Angular Velocity For Simulating a Car

    It was my mistake. I should have written angular acceleration of the wheel. Do you have any idea on how to correct this equation? I calculated it like this, because I read it in an article about simulating car physics. It says that I need to calculate the force on the wheel, than calculate the...
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    Help Me Calculate Wheel Angular Velocity For Simulating a Car

    I checked on the web and the units of angular acceleration and angular velocity is rad/s^2 and rad/s. I thought that I use 1/s^2 and 1/s instead in order not to use too much arithmetics. When I change these things to radians it increases the acceleration and angular velocity So it gives me wrong...
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    Help Me Calculate Wheel Angular Velocity For Simulating a Car

    's' means second and s^2=s*s. velocity - m/s force - N=kg*m/s^2 torque - Nm inertia - kg*m^2 I think that's all for now.
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    Help Me Calculate Wheel Angular Velocity For Simulating a Car

    Hi all! I've got a problem which I can't solve for almost a week :-/ It's about simulating a car with some physics added. The things is that I cannot calculate the wheel angular velocity right. Let's assume that a car has no velocity and is using 7300 N (1st gear, 1000 rpm) of force on the...