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AndRand
S2 licensed
Quote from Lynce :Fern Bay Clear Day Sky modified.

I cant wait to see its dusk and afternoon version
AndRand
S2 licensed
this is bin Laden Polo
AndRand
S2 licensed
Quote from JeffR :No individual could hope to replace the knowledge gained through man-decades of research into these or similarly complex areas, and I'm sure that tire physics modeling is just as complex as many other fields of research.

That's right... but bear in mind that purely scientific modelling and then simulation has to be exact nearly to the empirical precision of survey (as I know simulations done that way have to use ie. the same data input as modelled car and give just the same results as those obtained from that car). But it doesnt have to cope with grid of 20+ cars running on every (average) PC logged in. Therefore, yes, for racing sim it is important to get the scientific results and crucial to simplify complex modelling.

edit: plu another colorful diagram - I still wonder how to interpret this
Last edited by AndRand, .
AndRand
S2 licensed
Quote from AndRand :Direction (and heading ) come from x and y components

btw. joke for physics geeks:

A man jumps on the bus and asks (bad luck a physician):
- I s this direction to railway station?
- yes it is.
- and how many bust stops?
- 3
- thank you.
After two bus stops he asks:
- so this would be the railway station bus stop?
- no, now you have 5 bus stops
- HOW COME?! YOU SAID IT WAS DIRECTION TO THE RAILWAY STATION!
- yes it is, but the heading opposite
AndRand
S2 licensed
Quote from r4ptor :I bet the owner (and owners of many other pets) lets the snake move freely at all times, because it's so natural? That's not the point though, and I dont get upset by pets or them being fed by live animals, but you don't have to show it like that. Ppl die all the time, but that doesn't mean it's ok to show that as well in a western country.

First, I just wonder how come you compare and almost make equal feeding a pet that has to eat flesh (ppl do not - if you think it is wrong, you dont have to do it... but nevertheless everybody needs some nutrition) with pushing someone in front of the car... quite creepy. And sometmies it is hard to tell if it is because both things are so worthless or the opposite
AndRand
S2 licensed
ok, I just copied and pasted formula given by Racer for Fy
Quote :Fy=Fy0*sqrt(1-(Fx/Fx0)^2)
Where:
- Fy is the resulting combined slip lateral force
- Fy0 is the lateral force as calculated using the normal Fy formula
- Fx is the longitudinal force as calculated using the normal Fx formula
- Fx0 is the MAXIMUM longitudinal force possible (calculated as D+Sv in the Pacejka Fx formula).

and combined it (F combined)
and I must say it looks quite similar to my previous one (Pacejka combined)

FYI - in the second one I separately diminished Fx as vector by Fy and zeroed when negative, and respectively done with Fy, then combined both as vector components.
In the "Pacejka combined?" I just used in vector sum (Fx-Fy)^2+(Fy-Fx)^2
Last edited by AndRand, .
AndRand
S2 licensed
Quote from jtw62074 :
In reality, adding traction/braking force has a huge impact on the effective cornering stiffness of the tire and the resulting force vector needs to be pointing in the correct direction for high slip conditions.

Direction (and heading ) come from x and y components

Quote from jtw62074 :There are more comprehensive versions of Pacejka's Magic Model that do this by effectively changing the parameters depending on both slip ratio and slip angle at the same time. For engineering work where you may have combined tire test data this is as good as you need, but for most of us sim folks you wind up chasing your tail trying to tune things.

I would imagine that this is the best referrence apart the feeeling - to get some raw data from scietific surveys (they are open in univerities' libraries - I just checked here, in Poland, several papers on tires) for both slip angle and slip ratio changing.
Last edited by AndRand, .
AndRand
S2 licensed
Quote from Lynce :http://img535.imageshack.us/img535/2076/lastpic850.jpg

these look stunning! awesome!

Overcast also looks really great but I won't use it - I prefer bigger contrast when racing.
@superclear sky: you live under such sky and you know colors better but I would say that photos you showed are postcards... racedays not always have to be on clear days (but they are not happening on overcasts )
@blackwood: I think clouds could have bit more perspective
AndRand
S2 licensed
Quote from MAGGOT :If it wasn't the bird, it would have been a rat or some other small animal. The snake has to eat, too.

I dont get it - what is interesting in watching ie. cat eating?
AndRand
S2 licensed
Quote from Bob Smith :AndRand - If you wanted something really simple just to turn a friction square (i.e. no force combining) into a friction ellipse, why not just check if the combined forces would put you outside the friction ellipse, and if so, clamp to the edge of the friciton ellipse, keeping the direction of the force vector but limiting the magnitude. That's what I used for my first ever combination slip model and it works well enough to drive on and not feel like a spaceship (although it's not realistic and doesn't handle locked wheels, etc).

This is the easier method, as proposed here (racer.nl):
Quote :The Fx and Fy formulae are really only applicable when there is only 1 of them; so Fx is valid if Fy=0, and Fy is valid if Fx=0. If both longitudinal and lateral forces are applied, things are different. A tire can only generate so much total force. This is where the term 'friction circle' comes from: when combining Fx and Fy, you'll never get an added result (as Pythagoras, sqrt(Fx^2+Fy^2)) that goes beyond a maximum radius. This radius is the maximum total force that the tire can generate.

Actually, the friction circle really looks more like an ellipse, and for most tires adding just a little lateral force generates more total force than just the maximum longitudinal force (Fx) alone.

A simple method to combine Fx and Fy (when both are non-zero) is an elliptical approach:

Calculate Fx and Fy separately (as usual)
Cut down Fy so that the vector (Fx,Fy) doesn't exceed the maximum magnitude:
Fy=Fy0*sqrt(1-(Fx/Fx0)^2)
Where:
- Fy is the resulting combined slip lateral force
- Fy0 is the lateral force as calculated using the normal Fy formula
- Fx is the longitudinal force as calculated using the normal Fx formula
- Fx0 is the MAXIMUM longitudinal force possible (calculated as D+Sv in the Pacejka Fx formula).
This method favors longitudinal forces over lateral ones (cuts down the lateral force and leaves Fx intact).

I modified this method using not only the Fx maximum but also Fy maximum.

Second method is "magic Pacejka formula" which considers so many coefficients that you cant have reliable data without relevant empirical data. But, all the work to determine the equations to represent those data is made, now it is only getting coefficients right
Quote :Fx = Fx0 * Gxa(a,k,Fz)
Where Fx is the longitudinal force, Fx0 is the original Pacejka Fx formula described above, Gxa is a weighting function. We move on:

Fx = Dxa*cos [ Cxa * arctan{ Bxa * ( a + SHxa ) } ]
with coefficients:

Bxa = r_Bx1 * cos [ arctan ( r_Bx2*k ) ] * lamba_xa
Cxa = r_Cx1
Dxa = Fx0 / cos [ Cxa * arctan ( Bxa * Shxa ) ]
SHxa = r_Hx1
and the weighting function is defined as:

Gxa = cos [ Cxa * arctan { Bxa * (a + SHxa ) } ] / cos [ Cxa * arctan ( Bxa * Shxa ) } ]
Notice that Shxa and SHxa are 2 different variables. The parameters for combined slip are:

rBx1, rBx2; stiffness factor B
rCx1; shape factor C
rHx1; horizontal shift H

AndRand
S2 licensed
Quote from jtw62074 :Those are bizarre curves. Nothing like reality. Not sure what you did there, but at least the colors are pretty

thats why I wrote "awkward" - I know I should see grip ellipse but...
I assumed that if the F vector is vector sum of Fx and Fy then knowing Fx (for Fy0, slip angle = 0) and Fy (for Fy0, slip ratio = 0) I should obtain grip circle plane (saddle type of plane with maximum on part of ellipse from Fxmax to Fymax and steeping down to zero) by diminishing vector component by the other component, right? But I didnt.

I deliberately didnt use coefficient equations from Pacejka model - first, I just needed 2 characteristics, second - I didnt want to deal with problem of proper calculation there As I see in that model measurements were made for Fx (for fy=0) and Fy (for fx=0). I couldnt get empirical data for both slip ratio and slip angle changing.

Honestly, I posted for some hint what I pressumed wrong.
Last edited by AndRand, .
AndRand
S2 licensed
Quote from col :
Well, I meant that.

cheers

Col

and you provided more cons than pros. Thank you
AndRand
S2 licensed
Quote from col :
car stuff:
changes could be made to chassis dimensions
power changed
setup limitations could be swapped around
weight balance could be altered

Do you mean... new cars?
if there would be maximum dimensions of the chassis (so in case of missing car default can be used)...
maximum power (or better engine capacity with some proportion on weight and power)...
minimum mass...
Quote from col :All live track data must be downloaded, and validated before it can be used by cars.

on live tracks...
nice lol... but... seriously... creating completely new track in mod mode is such an effort that I don't think there would be much for validation - 1 a year? 2?

So IMO from those LOLs - there are some issues when not lol'ed.
1st one - great idea
2nd - not really
Last edited by AndRand, .
AndRand
S2 licensed
Quote from Degats :As far as I'm aware, the current LFS model is purely mathematical. No tables, just equations.

But I think there is nothing wrong with data table when they are not changing dynamically on some coefficients - simply because it goes like that: you take empirical data, then create equations that represent those data (usually with reference to coefficients known from theory of given area) and then when you need them in some calculations you first calculate those coefficients, then use them in next equations. So... if it is more efficient to get raw data (or "raw data") from table and then use them in calculations... then why not?

I mentioned about diagrams with longitunal and lateral components in function of slip ratio and slip angle.
This is how I think they would look like - I zeroed negative values from vector difference, combined is vectro sum of these two... and they look awkward. Honestly I wonder if this really look like that? (this just EXAMPLE to visualize the planes - no real data)
Last edited by AndRand, .
AndRand
S2 licensed
Quote from e.M :are YOU KIDDING me, nobody knows nobody tells thats it.

so probably soon... nobody cares but some fanbois
Last edited by AndRand, .
AndRand
S2 licensed
Quote from JeffR :A good model is probably going to involve a large table of coefficients (the same as most other real world models, for example supersonic ballistics with tables of coefficients indexed by speed and bullet shape) and something to deal with the transition between static and dynamic friction states.

Well, I dont know how LFS engine actually works - does it calculate equations on table of coefficients or does it make a table of "raw data" for given setup and then uses them in calculations (which I dont know to what extent applicable as coefficients are also dynamically changing (pressure, load and so on))?
Last edited by AndRand, .
AndRand
S2 licensed
Quote from AndRand :(I attach a sketch to show that area - the plane shows force combined, a vector Fx+Fy, on the top-right wall you can see the force y vs. slip angle, the top-left wall is force x vs. slip ratio + these are not real data, just the sketch to imagine relations between vector components ).

oh nows, this diagram shows in one half of the quarter Fx in function of SlipRatio and SlipAngle and in other half Fy in function of SA and SR. Frankly speaking there should be 2 such diagrams connected in result giving one plane with F combined, but in terms of simulations those 2 would be needed more. Those could be obtained... empirically?

I'll provide them later today
AndRand
S2 licensed
Quote from JeffR :The issue with a smaller development team is isolation from the rest of the development community and/or access to real world data. The larger teams generally have some ongoing influx of people and/or data that helps them keep up to date with current methods and to avoid any pitfalls already discovered by others in the community.

scientific surveys are quite open to whole engieneering community and all of the data are secretly kept by manufacturers. But I was referring not to the knowledge of the developers but to the commercial pressure..
[quote]

[quote]An attempt to model tires that fails in the simplest of situations, a stopped car on an inclined or banked section of track. It's a "backwards" approach that tries to model everything based on slip ratio and slip angles, and working it's way back to forces, as opposed to the other way around. It's OK if you're happy with an 80% to 85% solution, but a 90+% solution requires a different or a hybrid approach.[/QUOTE]
Well, I think it is only because natural approach to gathering data - slip angles and ratios are set, forces measured in result. As they are empirical data (or diagrams derived from empirical data not theoretical assumptions) you can always switch them as you alike.
As I reckon, x and y force components are measured separately. What is probably the unknown is the area when they are combined - both combined force and separate components (I attach a sketch to show that area - the plane shows force combined, a vector Fx+Fy, on the top-right wall you can see the force y vs. slip angle, the top-left wall is force x vs. slip ratio + these are not real data, just the sketch to imagine relations between vector components ).
Additionally tires characteristics are surveyed for different behaviour under different change dynamics (small slip angle/ratio changes vs. sharp changes) and there probably hysteresis is involved (characteristic when loosing grip is different than when regaining) All in all, this would be long time till simulators purposed for online races would be precise in all that.
Last edited by AndRand, .
Tyre Physics progress spinoff thread for physics geeks
AndRand
S2 licensed
Quote from JeffR :LFS players knew all along that it was a small development team, and early on, many of the LFS fans seemed to be proud of the fact that the development team was so small. It was obvious to a few of us that this would result in a slow development cycle, and I was considered a pessimist when back in 2005 soon after S2 release when I estimated that S3 would get released sometime in 2009. This probably would have happened if it wasn't for the setback with the tire physics. Also S2 ended up with a bit more content than some of us expected, so what we have now is more like S2.5, compared to what S2 was back in 2005.

I would explain it that smaller developmemnt team meant better physics quality with lower need of commercial simplystics for racers.
Quote :
I don't see the Scirocco as a big deal. It's a front wheel drive econobox, not exactly an exciting car.

Actually I'm a bit surprised that they're willing to re-implement the tire physics model for S2 now rather than just live with the current model and save the physics re-do for S3, since each stage was originally planned to include physics improvments.

Other than the Scirocco, I'm not sure what else was planned to be included with S2, if anything, beyond what we have now, so maybe consider the tire physics re-do as a preview of S3.

Again, the physics re-do seems like a monumental task, I just hope they eventually get something implemented that they're happy with.

I would repeat myself here but I see why Scirocco was the trigger - I dont think many of ppl here had BF1, FBM, RAC or MRT available to compare data provided in settings with output data. Now with real and quite popular Scirocco they cant be told that the results differ in case of the same settings.
I still hope Scawen would be ambitious enough to redo the physics engine to obtain data comparable to the real ones.
Segmented tire model has some issues - adding any new ralations between them (ie. to model heat propagation) multiplies exponentially number of calculations... but this can be modelled using virtual layer (like "average tire temp" that intereferes with every segment). Another thing is as I remember problem with different tire characteristics going out of grip and regaining grip which combined with change in longitunal/latitudal slip components gets quite complex and really obtained.
http://www.racer.nl/reference/pacejka.htm
Last edited by AndRand, .
AndRand
S2 licensed
meh, I prefer GoogleEarth to plan road trips flying over at 800m height
AndRand
S2 licensed
Quote from Gener_AL (UK) :
What ive noticed is that treads are becoming more "chat" orientated rather then a "forum" where ideas opinions are debated, Sure its good to catch up, but theres a "off topic area for random nonsense"

Its like the tyre progress thread derailed into a war, not evaluation, not on the possiblities of change of physics, but rather, the wait involved till that moment comes.

To make a reasonable discussion, first there should be people knowing the topic, and there are some who I will read with curiosity. Second, they should know anything but speculations on the current physics problems - else they just speculate

So what's left to discuss is when the new patch will be published.
Last edited by AndRand, .
AndRand
S2 licensed
Quote from Niels Heusinkveld :
I know what you mean, you enter real springrates, hopefully corrected with motion ratio and the nose dive is too great. LFS devs recently found this out as well, its in the suspension 'anti'. Anti dive is a fairly tricky result of suspension geometry currently lacking in LFS. You can angle the wishbones (in a side view of the car) such that there is zero pitch during braking even with soft springs.. I believe LFS will have this in the future update.

well, I derived my opinion from much more distinct suspension moves in nKP (try LFS on rumble strips or checkerbrick(?) - nearly no suspension moves while you can feel it big on wheel /rumble effect/ ). Therefore when I saw those nose-diving with normal settings I supposed that less suspension moves, bigger absorbing on tires is the way to set LFS cars for proper feel.
Quote :
Tires are of course understood well, but you would be amazed how many crap you can find on the internet about them.

I got that my knowledge from my dad, retired university scientist specialized in suspensions and hydraulic transmissions, so I roughly know what surveys were and are taken. And simulated

I'm just an amateur (thats why it took me 2 years to design and make that green one and I am still just about to run the engine )
Last edited by AndRand, .
AndRand
S2 licensed
Quote from Niels Heusinkveld :Play around!? A bit more than that! Or at least, my bills get paid now doing this. :P

just curious, how come? Aren't mods free?
Quote :
You say ''if you had proper physics simulation'' .. Well in many ways current sim engines *are* proper physics simulations, and I do simply put in real settings and the results will be cars that stick to their real performance.

First thing I found out feeding LFS with service manual suspension settings, was that it nose-dived as hell and suspension travel looked much too big as with current model most of shock absorbing is taken by tires. Therefore my idea of LFS' simulation is that relations between output and input data are not in fact correct but they are tweaked way around - to get roughly proper output data (for .raw files and forces). VWS made me quite sure that Scawen cannot leave it as it is because VWS is real and widely known car so it would be widely commented when real settings and simulated results would differ alot - which I gladly welcome due to better quality of the sim
Quote :
While its all about entering the right numbers, you need to know what real numbers are, and especially regarding tires, you'll find a lot of conflicting and dubious data. Then you have to figure out how to translate the data so the sim works with it properly. Plus you can't isolate any part of the car. If you're an aero expect you could find lots of lift and drag data and copy it to the 0.0000x% accuracy, but if you don't know what 'tire stiffness' is, it won't bode well for mod.

as I know from my sources, in fact, tires are the part that is not completely modelled theoretically - in case of rain pattern cuts they are surveyed empirically, not designed from theory. But all the rest is very precisely modelled and surveyed.
Quote :
In many ways I try to do what AndroidXP suggests a 'fool proof' tire model would do, enter size, and a type of compound and it will adjust the sim tire model parameters. I'm glad such a system isn't in rFactor as I like to 'invent the wheel' (at the risk of doing it wrong) and find out more and more about how they might work. If I could only enter size and compound softness, I would still be limited to what the programmer thought was realistic.

You should be making second level mods tires types, suspension parts, engine types used then in mods
Quote :There are just 1000 ways to screw it up, and thats where LFS wins, as Scawen has more knowledge than 990 of the 1000 modders so you get a far more coherent experience. Still, LFS would've been better if a true physics 'parameter' expert did the cars, as I'm sure even without the tire and suspenson physics updates, there is more to get from LFS as it is now!

Well, I think a sim should have really good tested physics environment of the cars, presets for modding with restricted settings range (tires, suspension parts, engines, transmission parts... and certain calculations - ie. ccm vs. engine mass -> weight balance because of course everybody would make the car with biggest engine, smallest weight or tyre grip vs. durability and so on, so some realtions should also be included).
They could be distributed with game updates. The mods could be downloaded like skins - they shouldnt be much bigger than settings files. If someone disables CMX download (which is couple times bigger I think) he would see just game default body of the type.

Therefore cars could be fabricated at two levels - presets for parts and cars themselves - trying to get best results in class.
Last edited by AndRand, .
AndRand
S2 licensed
Quote from JazzOn :at least another enviroment
Like that picture... it looks really nice with some rockys in the background.

I got FE snow mod... I think there is FE desert mod... I think Kyoto could be quite good for desert mod
AndRand
S2 licensed
Quote from macsy :
How's this? I wish we had a desert(-ish) track on LFS

- 1 000 000
Not another dead flat area
FGED GREDG RDFGDR GSFDG