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Jumping cars while crashing in simulator
Hi all,
One of the problems my simulator software (racer.nl) has, is that once a car gets sideways, all kinds of weird flying about starts happening when you tip the car. The reason lies somewhat in slipangles/ratios, camber and such not meaning too much once you really start rolling the car. Thinks I'm thinking about is: how to detect when the car is not doing a normal operation (such as driving 300km/h head-on onto a kerb ;-) ) and what type of physics to assume when that is so. I've already been thinking about the way I implement blocked wheels; at negative slip ratio's (near blocking wheels), I interpolate the tire force direction towards the negative *car* velocity, to simulate the behavior that a tire in that case is just a block of rubber. Any ideas would be welcome to get things clear in my head. Thanks, Ruud |
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