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Engine Simulation Game
engine simulation game











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engine simulation game

I am, however, using Unity's built in WheelColliders, so maybe WheelCollider torque is just shitty and I need to write my own? I know enough basic physics that I could do that, if I had the right torque value.I wouldn't worry about the difference between HP add Torque too much (except for visualization). How does that work?!?I'm working in Unity Javascript but as far as I know it should work the same regardless of physics engine, since it's all just math. I've just been getting lots of confusing explanations that don't really tell me anything, and no real math to help me turn those figures into a torque force on the wheels. A quick google search showed that a 180sx with the SR20DET engine in it will do 0-60 in about six and a half seconds.What is a better way to model torque to the wheels that won't give my cheap 1990 nissan the performance of a ferrari?I know that horsepower is important but I can't find anything online that tells me how to mathematically work it into things.

1 "Horsepower" is something like the ability to more 500lbs 1 foot, in 1 second. The same thing but measured differently. That is, to produce rotational power, transferred to the wheels through gearing and axels and whatnot.Horsepower is.

I doubt that bumping it up from 130 to 200 pounds of torque would really cause much of a loss from wheelspin (at least compared to your example of sticking a big 5L engine in it) but maybe it's enough to make the difference. I might post on /r/cars about that specifically.While I do have a lot of numbers affecting things on the drivetrain, I decided to hold off on doing any kind of tire simulation and now I'm starting to wonder (after your comment) if maybe I should do that. And the simulation might say "0 - 60 in 0.7 seconds" because it's not accounting for the 7 seconds you spend spinning the tires every time you put foot to pedal.This is how I always thought of it and what most of the internet is telling me, but it makes me wonder why, when you look at a graph of the two, do horsepower and torque peak at different times. The calculation of the weight of the care, the weight shift to (or from) the drive wheels, the reduced friction due to this weight shift, etc, can all have effects on the amount of acceleration.You could take your little Nissan and put a 5L engine in there (in theory of course, it probably wouldn't actually fit, who knows). So you can model everything with torque (easy to measure) and display the horsepower rating to users (something they can compare to brochures they download).I would take a look at your simulation.

I figured I'd tweak the drivetrain and such to get that working right before I wrote a better tire model, but maybe I need both for things to work right.Horsepower as measured on a dyno will most likely not completely reflect the horsepower to torque formula I showed above. It's basically impossible to get any wheelspin of any kind. At the moment, my tires are set to be grippy as shit, to use the technical term.

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