Car Simulator Online
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RayArm

Original Poster:

31 posts

240 months

Friday 14th August 2009
quotequote all
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.

Edited by RayArm on Friday 14th August 00:32

North West Tom

11,669 posts

202 months

Friday 14th August 2009
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Nice.

deadmau5

3,197 posts

205 months

Friday 14th August 2009
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I just spent ages adjusting an X5M, and now it won't go about 4mph as the wheels spin constantly.

Flanders.

6,433 posts

233 months

Friday 14th August 2009
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deadmau5 said:
I just spent ages adjusting an X5M, and now it won't go about 4mph as the wheels spin constantly.


I've just got a M5 to rev over 23k hehe

Dunk76

4,350 posts

239 months

Friday 14th August 2009
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I've got the M5 to go supersonic in first gear..

AndrewTait

1,849 posts

219 months

Friday 14th August 2009
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I got the M3's speedo to right the way round, and nearly back to zero 344MPH!!!!!

Kitch88

590 posts

208 months

Friday 14th August 2009
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Reached over 1000mph in an M5, then decided to stop before a scamera van could get me laugh

freecar

4,249 posts

212 months

Saturday 15th August 2009
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855.6mph in an M3 not too bad!!

Ali_T

3,379 posts

282 months

Saturday 15th August 2009
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Are you guys trying? 40,500 mph in the Tesla...with 10,000 lbft.......on my imaginary frictionless outer space road.....

Accelebrate

5,582 posts

240 months

Saturday 15th August 2009
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Well I've reached 5000mph in my 911 with 200" wheels, thinking about changing into 2nd at some point! biggrin

deadmau5

3,197 posts

205 months

Saturday 15th August 2009
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I've got an M5 running at 33,000 mph, been running for 20,000 seconds, it's currently at 1900rpm and still accelerating, so got a long way to go yet. When it's reached terminal velocity I'll let you know!

Accelebrate

5,582 posts

240 months

Saturday 15th August 2009
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Noooo my 911 topped out at 14,800mph! frown

It averaged 1.07mpg though, which is pretty good in my book!

al1991

4,552 posts

205 months

Saturday 15th August 2009
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Does an X5M really do 0-60 in 4.3 seconds?

vimulator

68 posts

201 months

Thursday 20th August 2009
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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.

lunchbox

623 posts

222 months

Thursday 20th August 2009
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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?

NiceCupOfTea

25,556 posts

276 months

Thursday 20th August 2009
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What fun! My "slightly" modified 911 turbo can crack 400mph but I can't crack 3.5 secs to 60 (still spinning the wheels in 7th and 350mph laugh

vimulator

68 posts

201 months

Thursday 20th August 2009
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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.

vimulator

68 posts

201 months

Thursday 20th August 2009
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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 spin 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.

vimulator

68 posts

201 months

Saturday 22nd August 2009
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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/

carl_w

10,565 posts

283 months

Saturday 22nd August 2009
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What does this offer that Cartest doesn't?