#tiresimulation — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #tiresimulation, aggregated by home.social.
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In Unity, this means reducing Project Settings > Time > Fixed Timestep from 0.02 (50 Hz, default) to 0.002 (500 Hz).
Videos and solution explained: https://discussions.unity.com/t/collision-issue-between-fast-moving-object-and-static-object/1731479/13
#Unity #MadeWithUnity #UnityTips #Physics #Simulator #IndieDev #GameDev #GamePhysics #TireSimulation #Racing #RadioControl
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Diagnosing the last bits of the new wheel dynamics model in Vehicle Physics Pro. In this pic, a small bump appears in the lateral tire force when entering the adhesion transition zone.
#VPPDev #TireSimulation #Physics #Unity #Simracing #MadeWithUnity #IndieDev #GameDev
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Comparing different versions of the new wheel model's behavior near zero velocity in Vehicle Physics Pro. The latest iteration (blue) resolves the stopping force causing overshoot and oscillation when braking to a stop at high inertia / low substeps. Plots: closed-loop stop, force vs. velocity across inertias, and burnout spin-down case.
#TireSimulation #Engineering #Physics #Simulator #GamePhysics #Simracing #VPPDev
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New Wheel Dynamics Model development issue: incorporating lateral displacement into the longitudinal equations introduces a discontinuity in the momentum derivatives. We need to review the combined-force calculations to properly accommodate the new longitudinal dynamics model.
#VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering
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Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.
#Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev
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Open vs. locked differential. A locked differential forces both drive wheels to rotate at the same rate, which can improve traction on slippery terrain. With an open differential, if one wheel loses traction, the available drive torque is limited by that wheel, so both wheels effectively lose tractive capability.
#MadeWithUnity #Physics #Simulator #TireSimulation #Showcase #Unity #IndieDev #GameDev #GamePhysics
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Very interesting what you can learn from F1 pre-shows. In this case, we’ve got insights into the operating temperature ranges of F1 tires, along with the actual friction coefficients for three different compounds (soft, medium, hard).
#TireSimulation #Driving #Racing #Motorsport #Engineering #RaceTech #F1 #TireData
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Here are eight views of the same wheel model under different conditions. Everything looks nominal except for the longitudinal force when the wheel transitions from freely rolling (slip = 0) to fully braked. The overall shape appears correct, but the noise in the graph suggests a possible numerical issue with the sign of the resulting longitudinal force in the calculations.
#VPPDev #Unity #MadeWithUnity #Physics #Simulator #TireSimulation #Simracing #Motorsport
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Inside the code of Vehicle Physics Pro. This is TireFrictionBase, the base class for every tire model implementation in VPP. You can implement any tire friction model and plug it directly into VPP. For example, you could run two instances of the exact same vehicle, each with a different tire model, and compare their behavior.
#VPPDev #Unity #IndieDev #GameDev #Physics #GamePhysics #TireSimulation #Simracing
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Visualizing Slip Ratio (left) and Slip Angle (right) as calculated by Vehicle Physics Pro. As part of the ongoing redesign of the tire flex model, we need to ensure that these calculations remain perfectly smooth and continuous across their full range.
#VPPDev #Unity #MadeWithUnity #Physics #GamePhysics #TireSimulation #Simracing #Engineering
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The Tire Friction Model v2 in Vehicle Physics Pro. Friction curves can be easily configured in the inspector to match available data or expected behavior. The latest iteration also adds rolling resistance to the tire specifications.
#VPPDev #ScreenShotSaturday #Unity #MadeWithUnity #Showcase #Physics #GamePhysics #TireSimulation #Simracing #Motorsport #PERRINN #Project424 #Engineering #DigitalTwins
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This awesome document (and video) is the new “Marco Monster” reference for programming vehicles in games. A clear, step-by-step guide for beginners on the special case of car simulation in games.
“Simulate the experience, not the machine” 👏👏
🔗https://wassimulator.com/blog/programming/programming_vehicles_in_games.html
🎥 https://www.youtube.com/watch?v=MrIAw980iYg
#IndieDev #GameDev #Physics #GamePhysics #Simulator #TireSimulation #Simracing
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Summer brings a slower pace, but we’re still pushing forward with these ongoing developments:
🔹 Removing dependencies on Unity’s Legacy Input Manager.
🔹 Refining tire compliance (tire flex — stiffness and damping) in the friction model.
🔹 Exploring new ways to implement kinematic suspension from real-world data.
As always, feel free to reach out for a good tech discussion!
#VPPDev #Unity #MadeWithUnity #IndieDev #GameDev #ScreenShotSaturday #Physics #GamePhysics #TireSimulation
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Upcoming work includes completing the new VPP Input Manager with support for Unity’s Input System, and major improvements to the tire contact model and its connection to steering force feedback.
Changelog: https://vehiclephysics.com/about/changelog/
#VPPDev #Unity #MadeWithUnity #IndieDev #GameDev #FFB #GamePhysics #TireSimulation #Simracing
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Riders of the kerbs. A beautiful slow-motion view of the new tire contact model in Vehicle Physics Pro. Watch as the tire rides over the top of a kerb, with the contact patch dynamically adapting to the surface.
#VPPDev #Unity #MadeWithUnity #Physics #GamePhysics #TireSimulation #Simracing #Motorsport #Racing #PERRINN #Project424 #Engineering
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The physics behind the 424 simulator. Watch real-time tire contacts and interactions in action!
https://www.youtube.com/watch?v=3uzgef0HDYY
#Unity #Unity3D #MadeWithUnity #Physics #TireSimulation #Enginering #Simulator #DigitalTwins #ElectricVehicle #Simracing #Driving #IndieDev #Gamedev
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Standing starts can be configured with this low-speed mode. In this tire setup, a Peak Slip of 0.5 means that, when stationary, peak grip is reached as the wheel spins at a circumference speed of 0.5 m/s.
#VPPDev #TireSimulation #Engineering #Unity #Unity3D #MadeWithUnity #IndieDev #GameDev
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Front-right tire experiencing high stress at high speed (290 km/h, 180 mph), including floor contact.
#ScreenshotSaturday#Unity3D #MadeWithUnity #Motorsport #Racing #Simulator #Simracing #PERRINN #Project424 #TireSimulation
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Did you know that tire radius grows with wheel angular velocity? The faster it spins, the more it expands. At 360 kph (224 mph), the tires of the 424 grow by 5 mm. The new kinematic wheel model includes parameters to configure this effect, which is crucial since increasing ride height by 5 mm at high speeds significantly impacts aerodynamics.
#VPPDev #Unity3D #MadeWithUnity #Engineering #Motorsport #Simulator #PERRINN #Project424 #TireSimulation #DigitalTwins
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Detecting multiple ground materials per tire in Vehicle Physics Pro. Three methods are provided with varying precision and performance levels.
In the image, although the point with the most contact is on one material (Concrete, 60.4%), the combined sum of other contact points makes another material more significant (Asphalt, 75.4% vs. 24.6%).
#VPPDev #Unity3D #MadeWithUnity #IndieDev #GameDev #TireSimulation #Engineering #Motorsport #DigitalTwins
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Physical tire flex! The deflection of the tire contact patch is now simulated in three directions, and it's an integral part of the tire state in the next-gen wheel collision model of Vehicle Physics Pro. Slip, velocity, forces, etc., are computed and applied using this state.
#VPPDev #Unity3D #MadeWithUnity #Physics #Engineering #Simulation #TireSimulation #DigitalTwins #Motorsports #Simracing #IndieDev #GameDev