- #1
gpskater
- 4
- 0
(video game) I have a car and it is accelerating wonderfully.
But I need to know when my acceleration is too great from my traction force and my tires should slip reducing acceleration.
Currently what I'm doing is calculating rotational force = EngineTorque * transmision gear ratio * rearend gear ratio / TireRadius.
I compute traction force (friction) = TireCoefficient of Friction * mass * gravity.
when rotation force is greater than traction force I slip the tires.
Problem: I believe In real life as you move forward (momenturm = v*m) plays into the above forces so if you speed up slowly the rotational force won't over power the traction force. Currently if I accelerate slow or fast I slip. I don't know if its momentum or what the forces are but I think Newton's second law of motion kinda points to it. I'm a software guy and physics is interesting as all get out... but it's also really difficult. I hope this makes some kind of sense.
And thank you for your time and consideration.
Dan
But I need to know when my acceleration is too great from my traction force and my tires should slip reducing acceleration.
Currently what I'm doing is calculating rotational force = EngineTorque * transmision gear ratio * rearend gear ratio / TireRadius.
I compute traction force (friction) = TireCoefficient of Friction * mass * gravity.
when rotation force is greater than traction force I slip the tires.
Problem: I believe In real life as you move forward (momenturm = v*m) plays into the above forces so if you speed up slowly the rotational force won't over power the traction force. Currently if I accelerate slow or fast I slip. I don't know if its momentum or what the forces are but I think Newton's second law of motion kinda points to it. I'm a software guy and physics is interesting as all get out... but it's also really difficult. I hope this makes some kind of sense.
And thank you for your time and consideration.
Dan