Slaine
22-07-2008 17:09:17
Hi, first of all I appologise, I am not an Ogre user, but I am using Ageia with my system and this looks like the best wrapper so far, so you may of solved my problem, I can't find a solution anywhere else.
Okay, the problem, the wheel descriptions don't slip, or skid properly, I've played with the extremumSlip and asymptoteSlip with the values and Stiffness until I'm blue in the face, I've been trying to get this to work for weeks! I've tried tweeking suspension and centre of gravity. I'm basically using what Ageia supplied with thier SampleRaycastCar sample.
The car just rolls all the time, and if you set the lateral stiffness too low it's like on ice, it's rubbish
Any help would be greatly appreciated here
Thanks.
Alan.
Slaine
22-07-2008 17:48:16
Ah, I'm seeing that it's a common topic on here, ignore me if this has been dealt before, it looks like it probably has.
Thank you.
zissakos
22-07-2008 21:12:32
Actually, I am having the same problem. I read ALL posts regarding this topic but I don't think they provide any useful solution (they're mainly about"jittering" vehicles - is this the same?).
So if anybody has/had the same problem or even a solution, let's share our experience here in this thread!
zissakos
22-07-2008 21:22:10
Slaine
22-07-2008 22:10:21
Actually, I am having the same problem. I read ALL posts regarding this topic but I don't think they provide any useful solution (they're mainly about"jittering" vehicles - is this the same?).
So if anybody has/had the same problem or even a solution, let's share our experience here in this thread!
No the Ageia wheels don't jitter, they seem very good, other than noone appears to have a nice slip model, the jittering is when you try to use D6 Joints with spheres or convex shapes as wheels, this works very well for creating good slip models but they randomly jump, again with no obvious solution.
The solution is out there but I think they are keeping it hush?
Slaine
22-07-2008 22:11:26
Slaine
22-07-2008 22:23:39
GUYS!!!
Also you can read this thread in the nvidia physx forums:
http://developer.nvidia.com/forums/index.php?showtopic=1467
One thing I did notice with that link was these flags:
NX_WF_INPUT_LNG_SLIPVELOCITY | NX_WF_INPUT_LAT_SLIPVELOCITY | NX_WF_CLAMPED_FRICTION
Now, I have a gut feeling this is where it's going wrong, but I don't know how to use these flags yet.
Slaine
22-07-2008 22:32:23
This looks like the thread with the solution, I've only just started it and it's 50 odd replies in total.
http://www.ogre3d.org/phpBB2addons/view ... ight=wheel
The solution seems to be a dynamic effector to the stiffness function, makes sense realy
betajaen
22-07-2008 23:26:28
Luis is the expert on wheels. He practically wrote the wheel system for me. If I see him online - I'll nudge him into this thread, but he may see it before hand.
hi people
Slaine, read this post (my reply to NickM):
http://www.ogre3d.org/phpBB2addons/view ... 4507#34507
Also read the FAQ in NVidia site:
http://developer.nvidia.com/object/phys ... heelshapes
I'm not following the "recommended flag settings" in the FAQ but it works for me.
Vehicle physics is about "know how" and tunning

In my game, vehicles have very low grip and you notice that if you drive slowly but if i increase the stiffness then the driving is very hard at high speeds.
Slaine
23-07-2008 11:43:16
Luis is the expert on wheels. He practically wrote the wheel system for me. If I see him online - I'll nudge him into this thread, but he may see it before hand.
Excellent, thanks. It's a bit frustrating because it nearly works but still utterly useless if you want a car game.