JoeJ wrote:Ok, as expected.
I'll try to make automaic throttle control for both easy driving and powerful engine, i don't believe in analog joystick control for throttle is a good thing for arcade.
I see what you mean, is not fun if you get all the power at once. but the good new is that now that we have a versatile solve with can plug anything we want.
Until now I was trying to emulate engine friction by using viscus damping in replacement of dry friction.
Basically when we nee is a Gas valve regulator that passed gass proportional to some settings.
This is hard to simulate with velocity base friction when there are many part interconnected, but is easy with dry friction.
Basically we add a joint between the engine and the chassis, that limit the shaft acceleration to a factor of the gas valve. This will prevent the rush of power when the key is pressed. It will work nice analogues input, plus can be configures by the player. Hey we can even emulate realistic Turbo.
Another thing I will also add is the internal gear friction, for the longer time it always bothered me that each time I made a vehicle model, the vehicle lost a lot of speed each time you turn. Must people say this is Akerman angles problem, but I never really believed that .
I always suspected that this is due to tires wanting to keep angular momentum, and that only a kinematic differential can solve that. I think I was right however the results better than I was expecting. Basically the car now can coast and barely loses any speed when turning, this is not good either.
I realize that cars do lose speed but is because the internal gear friction more than anything. Now we can simulate that too.
so I will try to add that tonight.