I have played with all the demos for this thing you guys have put out (thus far), and have to say, alghough fun, its very very unrealistic.
I dont mean this as a complete cut, but more in refference to what Sswift has said, "It needs to be fixed to act in a logical way". I have driven off road many a times, and played many a game where they try to simulate it. To me (aside from looking at the code, which I am not going to do at the moment) it seems as if everything is being based on collision (wheels colliding with this, body colliding with that, etc) and not on force (or not enough forces involved to affect the result).
Things to always consider:
Weight of the body
Weight of each tire
Tension of Springs
Pull flex of springs (they can go further then their pre-made length)
Bounce of the body (There is some flex in the frame, and in the metal, weather it shows damage or not, a bounce of a car frame does rely on the flex of the frame).
Bounce on the wheels
Points of refference (with a veichle, the wheels of course, and also a few key points on the body ie: 2 along the roof, one on each side of the body, 2 in front, and 2 in the rear). This gives you roll forces, and opposing forces (which creates roll inertia).
Grip factor on the tire (and indirect formula with torque vs ground speed to apply the grip) This also applies movement based on collision (angle of polygon collided with direction of pull on body (intended direction of wheel))
Just a few things to factor into a good driving sim. I'd be happy to help out with some of the math, however I am scared to get too side tracked (it always pull me away from my current project, and you know how that goes)..
I dont mean this as a complete cut, but more in refference to what Sswift has said, "It needs to be fixed to act in a logical way". I have driven off road many a times, and played many a game where they try to simulate it. To me (aside from looking at the code, which I am not going to do at the moment) it seems as if everything is being based on collision (wheels colliding with this, body colliding with that, etc) and not on force (or not enough forces involved to affect the result).
Things to always consider:
Weight of the body
Weight of each tire
Tension of Springs
Pull flex of springs (they can go further then their pre-made length)
Bounce of the body (There is some flex in the frame, and in the metal, weather it shows damage or not, a bounce of a car frame does rely on the flex of the frame).
Bounce on the wheels
Points of refference (with a veichle, the wheels of course, and also a few key points on the body ie: 2 along the roof, one on each side of the body, 2 in front, and 2 in the rear). This gives you roll forces, and opposing forces (which creates roll inertia).
Grip factor on the tire (and indirect formula with torque vs ground speed to apply the grip) This also applies movement based on collision (angle of polygon collided with direction of pull on body (intended direction of wheel))
Just a few things to factor into a good driving sim. I'd be happy to help out with some of the math, however I am scared to get too side tracked (it always pull me away from my current project, and you know how that goes)..