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#tiresimulation — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #tiresimulation, aggregated by home.social.

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. Why is there a discontinuity in the tire force that appears only when the brake torque is nonzero? I’m still investigating, but it looks like we’ll need to redesign the final stage of the wheel model. This part calculates the final longitudinal force from the combination of wheel torques (including the brake pads) and is a leftover from the previous model version.

    #VPPDev #Unity #MadeWithUnity #TireSimulation #Simracing #ScreenshotSaturday

  8. Why is there a discontinuity in the tire force that appears only when the brake torque is nonzero? I’m still investigating, but it looks like we’ll need to redesign the final stage of the wheel model. This part calculates the final longitudinal force from the combination of wheel torques (including the brake pads) and is a leftover from the previous model version.

    #VPPDev #Unity #MadeWithUnity #TireSimulation #Simracing #ScreenshotSaturday

  9. Why is there a discontinuity in the tire force that appears only when the brake torque is nonzero? I’m still investigating, but it looks like we’ll need to redesign the final stage of the wheel model. This part calculates the final longitudinal force from the combination of wheel torques (including the brake pads) and is a leftover from the previous model version.

    #VPPDev #Unity #MadeWithUnity #TireSimulation #Simracing #ScreenshotSaturday

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. With the analysis tool (right), we can click any point in the plot and pause execution just before it’s calculated. This lets us trace the process step by step, pinpoint the issue, and fix it.

    #VPPDev #Unity #MadeWithUnity #Physics #GamePhysics #TireSimulation #Simracing #Motorsport

  16. With the analysis tool (right), we can click any point in the plot and pause execution just before it’s calculated. This lets us trace the process step by step, pinpoint the issue, and fix it.

    #VPPDev #Unity #MadeWithUnity #Physics #GamePhysics #TireSimulation #Simracing #Motorsport

  17. With the analysis tool (right), we can click any point in the plot and pause execution just before it’s calculated. This lets us trace the process step by step, pinpoint the issue, and fix it.

    #VPPDev #Unity #MadeWithUnity #Physics #GamePhysics #TireSimulation #Simracing #Motorsport

  18. 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

  19. 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

  20. 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

  21. 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

  22. 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

  23. 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” 👏👏

    🔗wassimulator.com/blog/programm

    🎥 youtube.com/watch?v=MrIAw980iYg

    #IndieDev #GameDev #Physics #GamePhysics #Simulator #TireSimulation #Simracing

  24. 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

  25. 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: vehiclephysics.com/about/chang

    #VPPDev #Unity #MadeWithUnity #IndieDev #GameDev #FFB #GamePhysics #TireSimulation #Simracing

  26. 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

  27. 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