Amazing Curves Racing: Real-time interactive car setup
Posted: Sat Aug 05, 2006 10:22 am
Adjust all major suspension, tire, engine, mass, and aerodynamic settings in real-time, interactively (including during online network play):
http://www.brightland.com/ac/ (Beta 1.04)
http://www.brightland.com/ac/AC_IS800.jpg
What?s New in Version 1.04
Physics
* Improved tire model.
* Multibody wheel simulation.
* Added Force Feedback support: real-time interactive adjustments.
* Improved limited slip differential.
* Real-time, interactive car setup including springs, dampers (compression and rebound), swaybars, chassis weight, wheel weight, unsprung weight, tires, mass distribution, aerodynamics including front and rear wings (angle, area, and efficiency), computed using CFD, frontal area, CD, engine torque, engine rotating mass, brake bias, etc.
* Networked physics optimizations.
Graphics + Gameplay
* Four car setups: two street car (softer, heavier) and two race car (stiffer, lighter) setups (400 and 622 HP @ 5252 RPM).
* Resetting onto track ghosts player car for a few seconds, preventing collisions with other cars. If the car materializes inside another car, is gracefully handled by physics system.
* Surface properties for varying traction and roughness, felt through the steering wheel with force feedback.
* Improved Driving Aid: Tip Over Prevention. Even with a very hard crash which should result in a flip, physical result looks plausible; the car ?realistically? does not tip over.
http://www.brightland.com/ac/ (Beta 1.04)
http://www.brightland.com/ac/AC_IS800.jpg
What?s New in Version 1.04
Physics
* Improved tire model.
* Multibody wheel simulation.
* Added Force Feedback support: real-time interactive adjustments.
* Improved limited slip differential.
* Real-time, interactive car setup including springs, dampers (compression and rebound), swaybars, chassis weight, wheel weight, unsprung weight, tires, mass distribution, aerodynamics including front and rear wings (angle, area, and efficiency), computed using CFD, frontal area, CD, engine torque, engine rotating mass, brake bias, etc.
* Networked physics optimizations.
Graphics + Gameplay
* Four car setups: two street car (softer, heavier) and two race car (stiffer, lighter) setups (400 and 622 HP @ 5252 RPM).
* Resetting onto track ghosts player car for a few seconds, preventing collisions with other cars. If the car materializes inside another car, is gracefully handled by physics system.
* Surface properties for varying traction and roughness, felt through the steering wheel with force feedback.
* Improved Driving Aid: Tip Over Prevention. Even with a very hard crash which should result in a flip, physical result looks plausible; the car ?realistically? does not tip over.