~ / cmdr2

projects: freebird, easy diffusion

hacks: carbon editor, torchruntime, findstarlink

  • #car
  • #simulation
  • #game
  • #drs
  • #featured

Continuing on the race car simulator series. Last week, the “effective tire friction” calculation was implemented, which modeled the grip at the point of contact between the tire and the road surface. This intentionally did not take into account the vertical load (or any other forces), since the purpose was limited to calculating the “effective” friction coefficient based on the material conditions. The next step was implemented yesterday, which calculates the effective force the tire will apply on the wheel axle, in reaction to the torque applied by the engine on the wheel axle. That reaction force will cause the car to move forward. It also factors in the existing inertial force (i.e. if the car is already moving) in order to model sideways slip (e.g. for drifting).

  • #car
  • #simulation
  • #game
  • #drs
  • #featured

Started building a car simulator, focused on F1-like car characteristics. It’s reasonably detailed in terms of simulation, but is ultimately meant for games/machine learning, so it approximates some of the behavior. It isn’t physically accurate. The first piece is the car simulator itself - https://github.com/cmdr2/car-sim. This module is a numbers-only simulation, i.e. it doesn’t handle visualization, interaction or anything that’s not related to the simulation of vehicle components. I’ve started from the point of contact between the tire and the road, and will work backwards from that. I’ve got a basic tire friction model working, which computes the “effective friction” against the track surface, by taking into account: tire material, tread amount, road type, road condition, tire width, tire hardness, tire pressure, tire temperature, tire wear and tire camber.