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#tiresimulation — Public Fediverse posts

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

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. Tire simulation is integrated into the vehicle controller to support the handling settings. There are no plans to make it a standalone component.

    #MadeWithUnity #IndieDev #GameDev #AssetStore #TireSimulation #Unity #Physics #GamePhysics #Driving

  7. Tire simulation is integrated into the vehicle controller to support the handling settings. There are no plans to make it a standalone component.

    #MadeWithUnity #IndieDev #GameDev #AssetStore #TireSimulation #Unity #Physics #GamePhysics #Driving

  8. Tire simulation is integrated into the vehicle controller to support the handling settings. There are no plans to make it a standalone component.

    #MadeWithUnity #IndieDev #GameDev #AssetStore #TireSimulation #Unity #Physics #GamePhysics #Driving

  9. Tire simulation is integrated into the vehicle controller to support the handling settings. There are no plans to make it a standalone component.

    #MadeWithUnity #IndieDev #GameDev #AssetStore #TireSimulation #Unity #Physics #GamePhysics #Driving

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

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

  16. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

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

  17. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

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

  18. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

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

  19. 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

  20. 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

  21. 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

  22. 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

  23. 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

  24. 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

  25. 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

  26. 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

  27. 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

  28. 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

  29. 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

  30. 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

  31. 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

  32. 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

  33. 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

  34. 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

  35. 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

  36. 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

  37. 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

  38. 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

  39. 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

  40. 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

  41. 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

  42. 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

  43. 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

  44. 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