Car Simulator Online
Discussion
Just saw this website on a youtube video...
http://www.vimulator.com
You can enter in gear ratios, torque figures etc and it gives you a representation of the speedo.. quite fun playing with figures!
edit to say: it says 'currently in development' when you go into the site, but loads up after a couple of seconds.
http://www.vimulator.com
You can enter in gear ratios, torque figures etc and it gives you a representation of the speedo.. quite fun playing with figures!
edit to say: it says 'currently in development' when you go into the site, but loads up after a couple of seconds.
Edited by RayArm on Friday 14th August 00:32
Hi all, I am glad some people had fun making super fast cars. I just found this post because there was a significant amount of traffic originating from here, More than the only public link I posted myself on this youtube video http://www.youtube.com/watch?v=PIchJNU_3UI
For those having a little difficulty with the wheels spinning and what not some of the not so obvious abbreviations are RR = rolling resistance, which is usually about 3% or 0.03. SF = static friction KF = kinetic friction. Usually these are around 0.7 and 1.2 with higher numbers giving greater traction. Because a great enough wind speed will actually lift a car off the ground cars will run out of traction pushing against the air at a great speed. In order to go faster you will need to increase these friction values. Vehicle lift and down force is not currently considered in this simulation.
Near future releases will offer some refinements to the interface, and accept more user input for greater accuracy. THe big surprise in my next release will offer the ability to save and retrieve vehicles from a database.
For those having a little difficulty with the wheels spinning and what not some of the not so obvious abbreviations are RR = rolling resistance, which is usually about 3% or 0.03. SF = static friction KF = kinetic friction. Usually these are around 0.7 and 1.2 with higher numbers giving greater traction. Because a great enough wind speed will actually lift a car off the ground cars will run out of traction pushing against the air at a great speed. In order to go faster you will need to increase these friction values. Vehicle lift and down force is not currently considered in this simulation.
Near future releases will offer some refinements to the interface, and accept more user input for greater accuracy. THe big surprise in my next release will offer the ability to save and retrieve vehicles from a database.
It's quite a fun little program!
What would be good is a little torque curve meter display thing so you can get a better idea of the way it will run...Or even a graphic of a car moving with wheelspin effects and sound...And a system where you could fit different pre-programmed engines to different cars to see effects...and an online leaderboard?
What would be good is a little torque curve meter display thing so you can get a better idea of the way it will run...Or even a graphic of a car moving with wheelspin effects and sound...And a system where you could fit different pre-programmed engines to different cars to see effects...and an online leaderboard?
I am planning on displaying a torque curve graphically eventually. In a much older version I allowed up to 3 cars displayed at the bottom graphically to scale to represent say a drag race or passing. There is wheel spin if you turn off traction control, but it is very hard to modulate the throttle, you will never beat the traction control, and I tire temperature is not considered either. I am planning on offering a few different modes. Part of the problem is that I am limited to what I can display at one time. The programming is easy, but I find designing the layout difficult, as well as graphic design, I may just outsource that. I have been thinking about how to implement sound, I might just use something primitive like an old dos game would use until I can figure out a way to produce more realistic sound. Using different engines is certainly possible, I may also allow the selection of different transmissions and tires.
al1991 - 4.3 seems pretty quick, the engine is certainly capable of it... it is really a question of how effective the AWD system is at putting the power down. Most estimates seem to be around 4.5 seconds, and certainly below 5 seconds. I will be adding gear change delays in a future version but you can get similar results on your own if you manually use the throttle and shifting. Just let go of the gas, shift, and get back on the gas. Some magazines use a 1 foot roll out which lowers the time, I included that for a while but it really screwed up the X5M time showing something under 4 seconds
I have since done away with that though. I just realized that the version online does not allow the user to change the friction values which have a big impact on 0-60 times with powerful cars, I will probably update the website shortly.
I have since done away with that though. I just realized that the version online does not allow the user to change the friction values which have a big impact on 0-60 times with powerful cars, I will probably update the website shortly.Just released version 0.95b which offers some database interaction. When you customize a car it offers the option to save to a database, then the button changes to show the ID in the database which you can use to retrieve in the Database section. http://www.vimulator.com/
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