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Question by NDraskovic_LGL · Nov 02, 2017 at 03:35 PM · drivingvehicles

Increasing vehicle realism when turning

Hey guys,

We are working on a project that revolves around driving different types of ve$$anonymous$$cles. We have already created a basic driving mechanism that works very well, but one of the problems we are having is that the ve$$anonymous$$cles are obviously rotating around their middle (or more precisely, around their center of mass) w$$anonymous$$ch doesn't look too realistic. Moving the center of mass towards the front of the ve$$anonymous$$cle gave a bit better result, but it makes the ve$$anonymous$$cles more unstable on frontal collisions and bouncing when encountering terrain unevenness.

Our goal is to have the front wheels turn first and "pull" the rest of the car be$$anonymous$$nd them.

We are not using wheel colliders, rather one rigidbody (attached to the body of the car) to w$$anonymous$$ch we add forces and torque.

The code itself is pretty simple, it calculates the turn vector with regards to car mass, user input and some other parameters that we added to each ve$$anonymous$$cle to differentiate them, and then add torque to the car rigidbody with regards to that vector.

My question is, have you encountered t$$anonymous$$s problem, and what would be your suggestion on solving it?

Thanks

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MaxGuernseyIII

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avatar image MaxGuernseyIII · Nov 02, 2017 at 07:01 PM 0
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Do you really only want answers from people who have encountered this problem?

avatar image NDraskovic_LGL MaxGuernseyIII · Nov 03, 2017 at 08:57 AM 0
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Of course not, just asking for input from anyone who might have constructive suggestions.

avatar image MaxGuernseyIII NDraskovic_LGL · Nov 03, 2017 at 05:25 PM 0
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I didn't think so.

I haven't done a lot with rigid bodies but here's a question: can you make child objects where the wheels are, use AddForce on them and get the effect you want?

Another question is why aren't you using the built-in wheel stuff?

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Answer by MaxGuernseyIII · Nov 03, 2017 at 07:15 PM

If it were me, I would try to make c$$anonymous$$ld objects where the wheels are and use AddForce on them to try and create t$$anonymous$$s effect. You'll probably have to try to take friction into account when adding force. Like there's some force applied by the engine driving you forward or backward and there's some more "force" applied by the ground on wheels that are in contact with the ground.

If you factor it right, you could easily create N-wheel-drive ve$$anonymous$$cles. Put one on each wheel-simulator for four-wheel drive. Put only one on a single from wheel-simulator for a motorcycle or a three-wheeler. Et cetera.

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NDraskovic_LGL

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