I need to match up AngVel of a wheel to the chassis.body.velocity.length() value of the car's speed. I assumed they were in the same units but when I print out the values real time, the car units climb much faster than the wheels velocity.
how do I get the car's velocity to rad/sec? I tried degrees to radians but then I get absurd numbers. The closest I got was to multiply the car's velocity by pi and that makes very little sense.
I didn't know the velocity of the car was in m/s Thats why I asked. I need to figure out some way of comparing wheel speed to the vehicles speed.
Could you please stop to make several forum threads for every little question. Could you just open *one* thread with one topic. (Questions on car physics - for example) and post your questions there.
What is "wheel speed" ?! The wheels are attached to the car. So they have the same speed. If you want to have the speed of a point on the wheel you can easily calculate that from the angular velocity of the wheel and the radius.
i had a look at the code… There is no angularVelocity for the wheel just the angle of the wheel. But you can calculate the angularVelocity from it. (I think you want to model your own car physics - i think you have to learn a little bit more about physics and programming to do that, this is nothing you can do within a minute. And I don't understand why the car in the engine isn't good enough for you. If you want to have additional forces, its easier to implement them by extending the current code instead of rewriting everything. Have a look into the vehicle physics classes. If you are sure that you understand everything/the most of it, than it's time to make your own car.
btw… It's not meters… It can be anything, could also be kilometers or miles. The only 'fixed' units in the engine is the time (the user passes this to the engine) and degrees/radiants will not change because in any world one rotation will be 360°/ 2Pi. (radiant is not a unit)
To use meters is a good start, because the engine is optimized for that values (gets instable with very large or very small values).
If you want to make a game. Do that with the current physics and optimize the car behavior later. The current physic model of the car is already great - drifting should just work as it works on real cars, you have to set the correct parameters!
The problem is that the engine works great for all physics but car physics so far seem to be incomplete. For instance, the car is very unstable at high speeds. I don't want to model my own physics. As you can see, I suck ASS at physics.
I want to get past the physics so I can start making my game but I can't seem to figure out how to get the car reliably drift. I guess I have to mod traction per tire to get the fronts to be stickier than the rear.
The reason I decided to mod the physics was when I realized that after a certain side velocity, the car slips a very simply calculated amount.
I'm guessing you are the coder? Are there plans to update the car physics to a simulator type setup? If so I will just make due for now and upgrade the library later.
Sorry for making a bunch of posts. I get bored at work :) I'll stick to just this thread from now on.
you could start with some low level ? I mean I was working on physic on blender game engine just to play around with biullet while modeling and you cannot understand the whole engine in a first glance. You should at least start with a box and some wheel. Building your own car behavior maybe simpler but something you do understand. Most of the game don't use real physic. maybe you are trying to create the next gran turismo so learning a bit more of programming would be useful. because the physic won't do everything for you. But if you aren't planning to do some simulation basic physic engine would be fair enough.