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First of all, congrats for maintaining this project ❤️
Context: I am building a lo-poli driving studio app to create and share terrains, tracks, vehicles, the works 💪 ... with physics enabled, off course, and engine simulation based on real data
so far so good! most things are working great: engine idling, drivertain and gearbox ratios, engine choke, engine braking, - and the benchmarks even hit exact! max speeds and approx 0-100 performance 🤩
😬 I am sorry for dumping all these questions here (I am not even sure this is the right place ... Is there a community/discord somewhere?)
Questions:
1) What is the meaning of skidInfo, slipIndo and sliding?
It's hard to tell from the docs and testing it is also hard to make sense of how they jumn betweem 0-1 or NaN ...
2) isInContact is always false in my implementation ... any idea why?
Evertyhing else seems very reactive 👍 but this boolean never changes in my code.
🧪 Wasn't able to reproduce this in raycast_vehicle demo - here, the isInContact seems to be correctly alternate between false and true
I have actually inferred meanwhile if wheel is contact via the rather cryptic wheelInfo.slipInfo === 1 which I guess means _has zero adherence` ... 😬 ... err, maybe?
Anyway, is there an obvious way in which I am misusing vehicle/wheels for isInContact not to work?
3) Do I understand correctly that wheels have no innertia once they are not on the ground?
🧪 I was able to reproduce this in raycast_vehicle demo - here, wheels seem to show deltaRotation === 0 whenever wheelInfo.isInContact === false
4) Do I understand correctly that wheels lock as soon as braking force is bigger than engineForce?
🧪 Able to reproduce this in raycast_vehicle demo .. as soon as you press 'b', 'deltaRotation' drops to zero and the infos go skidInfo: 0.046, sliding: true, slipInfo: 1310.
For now I am controlling it on my side, just updating engineForce and distributing a negative force through the wheels according to my brake balance setup ... and when my sim decides, it sets the brakes to a force superior > engine force and the wheels (or some) do indeed lock on the RaycastVehicle side
Good strategy? Or am I missing something?
5) Why do vehicles seem to struggle uphill?
I am using a heightfield similar to the one in the demos, but the force transfer between vehicle and wheels seem to differ tremendously on the inclination of the terrain
they benchmark well on flat terrain
accelerate too fast downhill
acceleratte like 🐌 uphill
are the rays informing the wheels of constant "collision" with the ascending terrain? and otherwise loosing contact/grip while going down hill?
os it just the effect of gravity? is there a way to dampen it somehow??
or are my engineForce values completely off-the mark (I somehow settled on Kw / 10 , for example -680 of engine braking force in the screenshot)
maybe the following explains some of my issues?
🤔 ... why is deltaRotation negative when the force applied is positive? did I rotate the wheels wrong?
🤔 ... does wheel body mass have any effect? (my tests hint at no, not at all)
🤔... why are wheel collisions disabled wheelBody.collisionFilterGroup = 0; in the examples? I enabled and understood that wheels collide with the vehiclebody, but once I set correct filter/mask everything seems to be work fine collisionFilterGroup: COLLISION_GROUP_VEHICLE_WHEELS, collisionFilterMask: COLLISION_GROUP_TERRAIN but at the same time, nothing changed 😅 so I guess the raycasting does all the job and collisions should definitely be disabled for wheels?
P.S.: anyone interested in the project? get in touch_ 🤗
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Hey there 👋 first post here!
First of all, congrats for maintaining this project ❤️
Context: I am building a lo-poli driving studio app to create and share terrains, tracks, vehicles, the works 💪 ... with physics enabled, off course, and engine simulation based on real data
so far so good! most things are working great: engine idling, drivertain and gearbox ratios, engine choke, engine braking, - and the benchmarks even hit exact! max speeds and approx 0-100 performance 🤩
😬 I am sorry for dumping all these questions here (I am not even sure this is the right place ... Is there a community/discord somewhere?)
Questions:
1) What is the meaning of
skidInfo
,slipIndo
andsliding
?It's hard to tell from the docs and testing it is also hard to make sense of how they jumn betweem
0-1
orNaN
...2)
isInContact
is alwaysfalse
in my implementation ... any idea why?Evertyhing else seems very reactive 👍 but this boolean never changes in my code.
🧪 Wasn't able to reproduce this in raycast_vehicle demo - here, the
isInContact
seems to be correctly alternate betweenfalse
andtrue
I have actually inferred meanwhile if wheel is contact via the rather cryptic
wheelInfo.slipInfo === 1
which I guess means _has zero adherence` ... 😬 ... err, maybe?Anyway, is there an obvious way in which I am misusing vehicle/wheels for
isInContact
not to work?3) Do I understand correctly that wheels have no innertia once they are not on the ground?
🧪 I was able to reproduce this in raycast_vehicle demo - here, wheels seem to show
deltaRotation === 0
wheneverwheelInfo.isInContact === false
4) Do I understand correctly that wheels lock as soon as braking force is bigger than engineForce?
🧪 Able to reproduce this in raycast_vehicle demo .. as soon as you press 'b', 'deltaRotation' drops to zero and the infos go
skidInfo: 0.046, sliding: true, slipInfo: 1310.
For now I am controlling it on my side, just updating
engineForce
and distributing a negative force through the wheels according to my brake balance setup ... and when my sim decides, it sets the brakes to a force superior > engine force and the wheels (or some) do indeed lock on theRaycastVehicle
sideGood strategy? Or am I missing something?
5) Why do vehicles seem to struggle uphill?
I am using a heightfield similar to the one in the demos, but the force transfer between vehicle and wheels seem to differ tremendously on the inclination of the terrain
are the rays informing the wheels of constant "collision" with the ascending terrain? and otherwise loosing contact/grip while going down hill?
os it just the effect of gravity? is there a way to dampen it somehow??
or are my
engineForce
values completely off-the mark (I somehow settled onKw / 10
, for example-680
of engine braking force in the screenshot)maybe the following explains some of my issues?
🤔 ... why is
deltaRotation
negative when the force applied is positive? did I rotate the wheels wrong?🤔 ... does wheel body mass have any effect? (my tests hint at no, not at all)
🤔... why are wheel collisions disabled
wheelBody.collisionFilterGroup = 0;
in the examples? I enabled and understood that wheels collide with the vehiclebody, but once I set correct filter/mask everything seems to be work finecollisionFilterGroup: COLLISION_GROUP_VEHICLE_WHEELS, collisionFilterMask: COLLISION_GROUP_TERRAIN
but at the same time, nothing changed 😅 so I guess the raycasting does all the job and collisions should definitely be disabled for wheels?P.S.: anyone interested in the project? get in touch_ 🤗
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