I'm trying to implement some vehicle physics for a simulation using the btRaycastVehicle structure.
First, I think it might help if I explain the current status. I've read the brief document by Kester Maddock and tried all of the suggestions for the various wheel structure constants.
The trouble I'm having is that the vehicle handling does not seem very correct. In a typical (a sportscar, say) simulation, wouldnt you experience a comparatively larger oversteer at lower velocities? I've tried recreating this by making the steering increment dependent on vehicle velocity, something similar to the snippet below (mChassis is a btRigidbody):
Code: Select all
float speed = mChassis->getLinearVelocity().length();
steeringIncrement = ((maxSpeed - speed)/maxSpeed)*basicIncrement;
The trouble seems to be that the vehicle still oversteers at high speeds. I mean the vehicle has understeer at lower velocities and oversteer at higher velocities. I've even tried to decrease the friction, but the vehicle slides around too much beyond a point, and above that it doesnt seem to help either.
I'd be happy if anyone could offer any suggestions on this matter.
Thanks a ton!