This commit is contained in:
Valera 2025-11-25 19:16:40 +07:00
parent 68626640c2
commit e12b75be45
11 changed files with 119 additions and 107 deletions

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@ -78,7 +78,7 @@ public class Engine : PowertrainComponent, IScenePhysicsEvents
/// </summary> /// </summary>
[Property] public bool FlyingStartEnabled { get; set; } [Property] public bool FlyingStartEnabled { get; set; }
[Property] public bool Ignition { get; set; } [Property] public bool Ignition { get; private set; }
/// <summary> /// <summary>
/// Power curve with RPM range [0,1] on the X axis and power coefficient [0,1] on Y axis. /// Power curve with RPM range [0,1] on the X axis and power coefficient [0,1] on Y axis.
@ -225,13 +225,21 @@ public class Engine : PowertrainComponent, IScenePhysicsEvents
if ( FlyingStartEnabled ) if ( FlyingStartEnabled )
{ {
FlyingStart(); FlyingStart();
IsRunning = true;
IsActive = true;
} }
else if ( !StarterActive && Controller != null ) else if ( !StarterActive && Controller != null )
{ {
StarterCoroutine(); StarterCoroutine();
} }
} }
else
{
IsRunning = true;
IsActive = true;
}
} }
private async void StarterCoroutine() private async void StarterCoroutine()
{ {
if ( Type == EngineType.Electric || StarterActive ) if ( Type == EngineType.Electric || StarterActive )
@ -251,6 +259,11 @@ public class Engine : PowertrainComponent, IScenePhysicsEvents
{ {
startTimer += 0.1f; startTimer += 0.1f;
await Task.DelaySeconds( 0.1f ); await Task.DelaySeconds( 0.1f );
if ( OutputAngularVelocity >= _idleAngularVelocity * 0.8f )
{
break;
}
} }
} }
finally finally
@ -258,6 +271,7 @@ public class Engine : PowertrainComponent, IScenePhysicsEvents
_starterTorque = 0; _starterTorque = 0;
StarterActive = false; StarterActive = false;
IsActive = true; IsActive = true;
IsRunning = true;
} }
} }
@ -267,12 +281,15 @@ public class Engine : PowertrainComponent, IScenePhysicsEvents
Ignition = true; Ignition = true;
StarterActive = false; StarterActive = false;
OutputAngularVelocity = IdleRPM.RPMToAngularVelocity(); OutputAngularVelocity = IdleRPM.RPMToAngularVelocity();
IsRunning = true;
IsActive = true;
} }
public void StopEngine() public void StopEngine()
{ {
Ignition = false; Ignition = false;
IsActive = true; IsRunning = false;
IsActive = false;
OnEngineStop?.Invoke(); OnEngineStop?.Invoke();
} }
@ -308,11 +325,6 @@ public class Engine : PowertrainComponent, IScenePhysicsEvents
_revLimiterAngularVelocity = RevLimiterRPM.RPMToAngularVelocity(); _revLimiterAngularVelocity = RevLimiterRPM.RPMToAngularVelocity();
if ( _revLimiterAngularVelocity == 0f ) if ( _revLimiterAngularVelocity == 0f )
return; return;
// Check for start on throttle
if ( !IsRunning && !StarterActive && AutoStartOnThrottle && ThrottlePosition > 0.2f )
StartEngine();
bool wasRunning = IsRunning; bool wasRunning = IsRunning;
IsRunning = Ignition; IsRunning = Ignition;
@ -341,6 +353,7 @@ public class Engine : PowertrainComponent, IScenePhysicsEvents
// Calculate/get torque returned from wheels // Calculate/get torque returned from wheels
OutputTorque = generatedTorque - reactionTorque; OutputTorque = generatedTorque - reactionTorque;
float returnTorque = ForwardStep( OutputTorque, 0, dt ); float returnTorque = ForwardStep( OutputTorque, 0, dt );
float totalTorque = generatedTorque + returnTorque + reactionTorque; float totalTorque = generatedTorque + returnTorque + reactionTorque;
@ -454,7 +467,7 @@ public class Engine : PowertrainComponent, IScenePhysicsEvents
// if the idle RPM is below the target RPM. // if the idle RPM is below the target RPM.
float idleCorrection = _idleAngularVelocity * 1.08f - OutputAngularVelocity; float idleCorrection = _idleAngularVelocity * 1.08f - OutputAngularVelocity;
idleCorrection = idleCorrection < 0f ? 0f : idleCorrection; idleCorrection = idleCorrection < 0f ? 0f : idleCorrection;
float idleThrottlePosition = Math.Clamp( idleCorrection * 0.01f, 0, 1 ); float idleThrottlePosition = Math.Clamp( idleCorrection * 0.01f, 0, 1f );
ThrottlePosition = Math.Max( _userThrottleInput, idleThrottlePosition ); ThrottlePosition = Math.Max( _userThrottleInput, idleThrottlePosition );
} }
} }

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@ -30,7 +30,6 @@ public abstract partial class VeloXBase
Engine.Controller = this; Engine.Controller = this;
Engine.Inertia = 0.25f; Engine.Inertia = 0.25f;
Engine.Ignition = false;
if ( !Clutch.IsValid() ) if ( !Clutch.IsValid() )
Clutch = new GameObject( Engine.GameObject, true, "Clutch" ).GetOrAddComponent<Clutch>(); Clutch = new GameObject( Engine.GameObject, true, "Clutch" ).GetOrAddComponent<Clutch>();

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@ -42,7 +42,7 @@ public abstract partial class VeloXBase
} }
else else
{ {
v.BrakeTorque = SwappedBrakes * BrakeForce * 0.2f; v.BrakeTorque = SwappedBrakes * BrakeForce * 0.7f;
v.BrakeTorque += Handbrake * HandbrakeForce; v.BrakeTorque += Handbrake * HandbrakeForce;
} }

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@ -1,13 +1,23 @@
using Sandbox; using Sandbox;
using System;
namespace VeloX; namespace VeloX;
public abstract partial class VeloXBase : Component public abstract partial class VeloXBase : Component
{ {
[Sync] public WaterState WaterState { get; set; } [Sync, Change( nameof( OnEngineIgnitionChange ) )]
[Sync] public bool IsEngineOnFire { get; set; } public bool EngineIgnition { get; set; }
[Property, Sync] public EngineState EngineState { get; set; }
private void OnEngineIgnitionChange( bool oldvalue, bool newvalue )
{
if ( newvalue )
Engine?.StartEngine();
else
Engine?.StopEngine();
}
[Property] public Vector3 AngularDrag { get; set; } = new( -0.1f, -0.1f, -3 ); [Property] public Vector3 AngularDrag { get; set; } = new( -0.1f, -0.1f, -3 );
[Property] public float Mass { get; set; } = 900; [Property] public float Mass { get; set; } = 900;

View File

@ -1,4 +1,6 @@
namespace VeloX; using System;
namespace VeloX;
public struct Friction public struct Friction
{ {
@ -8,4 +10,10 @@ public struct Friction
public float Force { get; set; } public float Force { get; set; }
public float Slip { get; set; } public float Slip { get; set; }
public float Speed { get; set; } public float Speed { get; set; }
public override readonly string ToString()
{
return $"Force:{Math.Round(Force, 2)}\nSlip:{Math.Round(Slip, 2)}\nSpeed:{Math.Round(Speed, 2)}";
}
} }

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@ -47,25 +47,14 @@ public partial class VeloXWheel
public Vector3 ContactRight => hitSidewaysDirection; public Vector3 ContactRight => hitSidewaysDirection;
public Vector3 ContactForward => hitForwardDirection; public Vector3 ContactForward => hitForwardDirection;
[Sync] public float LongitudinalSlip => ForwardFriction.Slip;
public float LongitudinalSlip
{
get => ForwardFriction.Slip;
private set => ForwardFriction.Slip = value;
}
public float LongitudinalSpeed => ForwardFriction.Speed; public float LongitudinalSpeed => ForwardFriction.Speed;
public bool IsSkiddingLongitudinally => NormalizedLongitudinalSlip > 0.35f; public bool IsSkiddingLongitudinally => NormalizedLongitudinalSlip > 0.35f;
public float NormalizedLongitudinalSlip => Math.Clamp( Math.Abs( LongitudinalSlip ), 0, 1 ); public float NormalizedLongitudinalSlip => Math.Clamp( Math.Abs( LongitudinalSlip ), 0, 1 );
[Sync] public float LateralSlip => SidewayFriction.Slip;
public float LateralSlip
{
get => SidewayFriction.Slip;
private set => SidewayFriction.Slip = value;
}
public float LateralSpeed => SidewayFriction.Speed; public float LateralSpeed => SidewayFriction.Speed;
public bool IsSkiddingLaterally => NormalizedLateralSlip > 0.35f; public bool IsSkiddingLaterally => NormalizedLateralSlip > 0.35f;
public float NormalizedLateralSlip => Math.Clamp( Math.Abs( LateralSlip ), 0, 1 ); public float NormalizedLateralSlip => Math.Clamp( Math.Abs( LateralSlip ), 0, 1 );
@ -86,8 +75,8 @@ public partial class VeloXWheel
} }
else else
{ {
ForwardFriction.Speed = 0f; ForwardFriction = new();
SidewayFriction.Speed = 0f; SidewayFriction = new();
} }
} }
@ -97,6 +86,7 @@ public partial class VeloXWheel
private Vector3 currentPosition; private Vector3 currentPosition;
private Vector3 referenceError; private Vector3 referenceError;
private Vector3 correctiveForce; private Vector3 correctiveForce;
public bool wheelIsBlocked;
private void UpdateFriction( float dt ) private void UpdateFriction( float dt )
{ {
var motorTorque = DriveTorque; var motorTorque = DriveTorque;
@ -120,8 +110,6 @@ public partial class VeloXWheel
float loadPercent = Math.Clamp( Fz / LoadRating, 0f, 1f ); float loadPercent = Math.Clamp( Fz / LoadRating, 0f, 1f );
float slipLoadModifier = 1f - loadPercent * 0.4f; float slipLoadModifier = 1f - loadPercent * 0.4f;
//DebugOverlay.Text( WorldPosition, SidewayFriction.Speed.ToString(), overlay: true );
float mass = Vehicle.Body.Mass; float mass = Vehicle.Body.Mass;
float absForwardSpeed = Math.Abs( ForwardFriction.Speed ); float absForwardSpeed = Math.Abs( ForwardFriction.Speed );
@ -133,10 +121,7 @@ public partial class VeloXWheel
forwardSpeedClamp = Math.Clamp( forwardSpeedClamp, 1.5f, 10f ); forwardSpeedClamp = Math.Clamp( forwardSpeedClamp, 1.5f, 10f );
float clampedAbsForwardSpeed = Math.Max( absForwardSpeed, forwardSpeedClamp ); float clampedAbsForwardSpeed = Math.Max( absForwardSpeed, forwardSpeedClamp );
// Calculate effect of camber on friction float peakForwardFrictionForce = 11000 * (1 - MathF.Exp( -0.00014f * forwardLoadFactor ));
float camberFrictionCoeff = Math.Max( 0, Vehicle.WorldRotation.Up.Dot( ContactNormal ) );
float peakForwardFrictionForce = forwardLoadFactor;
float absCombinedBrakeTorque = Math.Max( 0, brakeTorque + RollingResistanceTorque ); float absCombinedBrakeTorque = Math.Max( 0, brakeTorque + RollingResistanceTorque );
float signedCombinedBrakeTorque = absCombinedBrakeTorque * -Math.Sign( ForwardFriction.Speed ); float signedCombinedBrakeTorque = absCombinedBrakeTorque * -Math.Sign( ForwardFriction.Speed );
@ -152,7 +137,7 @@ public partial class VeloXWheel
ForwardFriction.Force = forwardInputForce > maxForwardForce ? maxForwardForce ForwardFriction.Force = forwardInputForce > maxForwardForce ? maxForwardForce
: forwardInputForce < -maxForwardForce ? -maxForwardForce : forwardInputForce; : forwardInputForce < -maxForwardForce ? -maxForwardForce : forwardInputForce;
bool wheelIsBlocked = false; wheelIsBlocked = false;
if ( IsOnGround ) if ( IsOnGround )
{ {
float combinedWheelForce = motorForce + absCombinedBrakeTorque * invRadius * -Math.Sign( AngularVelocity ); float combinedWheelForce = motorForce + absCombinedBrakeTorque * invRadius * -Math.Sign( AngularVelocity );
@ -195,7 +180,6 @@ public partial class VeloXWheel
float maxCounterTorque = inertia * absAngularVelocity; float maxCounterTorque = inertia * absAngularVelocity;
CounterTorque = Math.Clamp( (signedCombinedBrakeForce - ForwardFriction.Force) * mRadius, -maxCounterTorque, maxCounterTorque ); CounterTorque = Math.Clamp( (signedCombinedBrakeForce - ForwardFriction.Force) * mRadius, -maxCounterTorque, maxCounterTorque );
ForwardFriction.Slip = (ForwardFriction.Speed - AngularVelocity * mRadius) / clampedAbsForwardSpeed; ForwardFriction.Slip = (ForwardFriction.Speed - AngularVelocity * mRadius) / clampedAbsForwardSpeed;
ForwardFriction.Slip *= slipLoadModifier; ForwardFriction.Slip *= slipLoadModifier;
@ -204,10 +188,13 @@ public partial class VeloXWheel
float sideSlipSign = SidewayFriction.Slip > 0 ? 1 : -1; float sideSlipSign = SidewayFriction.Slip > 0 ? 1 : -1;
float absSideSlip = Math.Abs( SidewayFriction.Slip ); float absSideSlip = Math.Abs( SidewayFriction.Slip );
float peakSideFrictionForce = sideLoadFactor; float peakSideFrictionForce = 18000 * (1 - MathF.Exp( -0.0001f * sideLoadFactor ));
float sideForce = -sideSlipSign * Tire.Evaluate( absSideSlip ) * sideLoadFactor; float sideForce = -sideSlipSign * Tire.Evaluate( absSideSlip ) * peakSideFrictionForce;
SidewayFriction.Force = Math.Clamp( sideForce, -sideForceClamp, sideForceClamp ); SidewayFriction.Force = Math.Clamp( sideForce, -sideForceClamp, sideForceClamp );
// Calculate effect of camber on friction
float camberFrictionCoeff = Math.Max( 0, Vehicle.WorldRotation.Up.Dot( ContactNormal ) );
SidewayFriction.Force *= camberFrictionCoeff; SidewayFriction.Force *= camberFrictionCoeff;
if ( IsOnGround && absForwardSpeed < 0.12f && absSideSpeed < 0.12f ) if ( IsOnGround && absForwardSpeed < 0.12f && absSideSpeed < 0.12f )
@ -241,9 +228,7 @@ public partial class VeloXWheel
ForwardFriction.Force += correctiveForce.Dot( hitForwardDirection ); ForwardFriction.Force += correctiveForce.Dot( hitForwardDirection );
} }
SidewayFriction.Force += correctiveForce.Dot( hitSidewaysDirection ); SidewayFriction.Force += correctiveForce.Dot( hitSidewaysDirection );
} }
} }
else else
{ {
@ -251,46 +236,56 @@ public partial class VeloXWheel
} }
ForwardFriction.Force = Math.Clamp( ForwardFriction.Force, -peakForwardFrictionForce, peakForwardFrictionForce ); //float forwardSlipPercent = -ForwardFriction.Slip / Tire.GetPeakSlip();
//float sideSlipPercent = SidewayFriction.Slip / Tire.GetPeakSlip();
//float slipCircleLimit = MathF.Sqrt( forwardSlipPercent * forwardSlipPercent + sideSlipPercent * sideSlipPercent );
//if ( slipCircleLimit > 1f )
//{
// float beta = MathF.Atan2( sideSlipPercent, forwardSlipPercent * 1.05f );
// float sinBeta = MathF.Sin( beta );
// float cosBeta = MathF.Cos( beta );
SidewayFriction.Force = Math.Clamp( SidewayFriction.Force, -peakSideFrictionForce, peakSideFrictionForce ); // float absForwardForce = ForwardFriction.Force < 0 ? -ForwardFriction.Force : ForwardFriction.Force;
// float absSideForce = SidewayFriction.Force < 0 ? -SidewayFriction.Force : SidewayFriction.Force;
// float f = absForwardForce * cosBeta * cosBeta + absSideForce * sinBeta * sinBeta;
if ( absForwardSpeed > 0.01f || absAngularVelocity > 0.01f ) // ForwardFriction.Force = 0.5f * ForwardFriction.Force - f * cosBeta;
{ // SidewayFriction.Force = 0.5f * SidewayFriction.Force - f * sinBeta;
//}
float forwardSlipPercent = ForwardFriction.Slip / Tire.GetPeakSlip(); //var slipVector = new Vector2(
float sideSlipPercent = SidewayFriction.Slip / Tire.GetPeakSlip(); // ForwardFriction.Slip,
float slipCircleLimit = MathF.Sqrt( forwardSlipPercent * forwardSlipPercent + sideSlipPercent * sideSlipPercent ); // SidewayFriction.Slip
if ( slipCircleLimit > 1f ) //);
{ //if ( slipVector.Length > 0.001f )
float beta = MathF.Atan2( sideSlipPercent, forwardSlipPercent * 1.05f ); //{
float sinBeta = MathF.Sin( beta ); // var frictionDirection = slipVector.Normal;
float cosBeta = MathF.Cos( beta );
float absForwardForce = ForwardFriction.Force < 0 ? -ForwardFriction.Force : ForwardFriction.Force; // float frictionMagnitude = MathF.Sqrt(
// ForwardFriction.Force * ForwardFriction.Force +
// SidewayFriction.Force * SidewayFriction.Force
// );
float absSideForce = SidewayFriction.Force < 0 ? -SidewayFriction.Force : SidewayFriction.Force; // ForwardFriction.Force = Math.Abs( frictionDirection.x ) * frictionMagnitude * Math.Sign( ForwardFriction.Force );
float f = absForwardForce * cosBeta * cosBeta + absSideForce * sinBeta * sinBeta; // SidewayFriction.Force = Math.Abs( frictionDirection.y ) * frictionMagnitude * Math.Sign( SidewayFriction.Force );
//}
var f = MathF.Sqrt( ForwardFriction.Force * ForwardFriction.Force + SidewayFriction.Force * SidewayFriction.Force );
var d = Math.Abs( new Vector2( ForwardFriction.Slip, SidewayFriction.Slip ).Normal.y );
SidewayFriction.Force = f * d * Math.Sign( SidewayFriction.Force );
ForwardFriction.Force = 0.5f * ForwardFriction.Force - f * cosBeta;
SidewayFriction.Force = 0.5f * SidewayFriction.Force - f * sinBeta;
}
}
if ( IsOnGround ) if ( IsOnGround )
{ {
FrictionForce.x = (hitSidewaysDirection.x * SidewayFriction.Force + hitForwardDirection.x * ForwardFriction.Force).MeterToInch(); FrictionForce.x = (hitSidewaysDirection.x * SidewayFriction.Force + hitForwardDirection.x * ForwardFriction.Force).MeterToInch();
FrictionForce.y = (hitSidewaysDirection.y * SidewayFriction.Force + hitForwardDirection.y * ForwardFriction.Force).MeterToInch(); FrictionForce.y = (hitSidewaysDirection.y * SidewayFriction.Force + hitForwardDirection.y * ForwardFriction.Force).MeterToInch();
FrictionForce.z = (hitSidewaysDirection.z * SidewayFriction.Force + hitForwardDirection.z * ForwardFriction.Force).MeterToInch(); FrictionForce.z = (hitSidewaysDirection.z * SidewayFriction.Force + hitForwardDirection.z * ForwardFriction.Force).MeterToInch();
//DebugOverlay.Normal( WorldPosition, hitSidewaysDirection * 10, overlay: true );
//DebugOverlay.Normal( WorldPosition, hitForwardDirection * 10, overlay: true );
//DebugOverlay.Normal( WorldPosition, FrictionForce / 100, overlay: true );
//DebugOverlay.Normal( ContactPosition, Vector3.Up * AngularVelocity, overlay: true );
//DebugOverlay.Sphere( new( ContactPosition, 4 ), overlay: true );
//Vehicle.Body.ApplyForceAt( ContactPosition, FrictionForce );
//DebugOverlay.Normal( WorldPosition, hitSidewaysDirection * 10, overlay: true, color: Color.Red );
//DebugOverlay.Normal( WorldPosition, hitForwardDirection * 10, overlay: true, color: Color.Green );
//DebugOverlay.Normal( WorldPosition, FrictionForce.ClampLength( 30 ), overlay: true, color: Color.Cyan );
//DebugOverlay.ScreenText( Scene.Camera.PointToScreenPixels( WorldPosition ), $"{ForwardFriction}\nMotor:{(int)motorTorque}\nBrake:{(int)brakeTorque}", flags: TextFlag.LeftTop );
} }
else else
FrictionForce = Vector3.Zero; FrictionForce = Vector3.Zero;

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@ -208,39 +208,8 @@ public partial class VeloXWheel : Component
StepRotation( Vehicle, dt ); StepRotation( Vehicle, dt );
} }
const float HubCoulombNm = 20f;
const float HubViscous = 0.1f;
private void StepRotation( VeloXBase vehicle, in float dt ) private void StepRotation( VeloXBase vehicle, in float dt )
{ {
float inertia = MathF.Max( 1f, Inertia );
float roadTorque = ForwardFriction.Speed * Radius;
float externalTorque = DriveTorque - roadTorque;
float rollingResistanceTorque = Fz * Radius * SurfaceResistance;
float coulombTorque = BrakeTorque + rollingResistanceTorque + HubCoulombNm;
float omega = AngularVelocity;
if ( MathF.Abs( omega ) < 1e-6f && MathF.Abs( externalTorque ) <= coulombTorque )
{
AngularVelocity = 0f;
}
else
{
if ( HubViscous > 0f ) omega *= MathF.Exp( -(HubViscous / inertia) * dt );
if ( coulombTorque > 0f && omega != 0f )
{
float dir = MathF.Sign( omega );
float deltaOmega = (coulombTorque / inertia) * dt;
if ( deltaOmega >= MathF.Abs( omega ) ) omega = 0f;
else omega -= dir * deltaOmega;
}
if ( MathF.Abs( omega ) < 0.01f ) omega = 0f;
}
AngularVelocity = omega;
RollAngle += MathX.RadianToDegree( AngularVelocity ) * dt; RollAngle += MathX.RadianToDegree( AngularVelocity ) * dt;
RollAngle = (RollAngle % 360f + 360f) % 360f; RollAngle = (RollAngle % 360f + 360f) % 360f;
} }

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@ -1,5 +1,6 @@
using Sandbox; using Sandbox;
using System.Linq; using System.Linq;
using static Sandbox.Services.Inventory;
namespace VeloX; namespace VeloX;
internal sealed class WheelManager : GameObjectSystem internal sealed class WheelManager : GameObjectSystem
@ -27,6 +28,9 @@ internal sealed class WheelManager : GameObjectSystem
if ( !item.IsProxy && item.IsValid() ) if ( !item.IsProxy && item.IsValid() )
item.DoPhysics( timeDelta ); item.DoPhysics( timeDelta );
} ); } );
//foreach ( var item in wheels )
// if ( !item.IsProxy && item.IsValid() )
// item.DoPhysics( timeDelta );
foreach ( var wheel in wheels ) foreach ( var wheel in wheels )
if ( !wheel.IsProxy && wheel.IsValid() ) if ( !wheel.IsProxy && wheel.IsValid() )
@ -48,9 +52,15 @@ internal sealed class WheelManager : GameObjectSystem
var timeDelta = Time.Delta; var timeDelta = Time.Delta;
Sandbox.Utility.Parallel.ForEach( engines, item => Sandbox.Utility.Parallel.ForEach( engines, item =>
{ {
if ( !item.IsProxy && item.IsValid() ) foreach ( var wheel in engines )
item.UpdateEngine( timeDelta ); if ( !wheel.IsProxy && wheel.IsValid() )
wheel.UpdateEngine( timeDelta );
} ); } );
//foreach ( var wheel in engines )
// if ( !wheel.IsProxy && wheel.IsValid() )
// wheel.UpdateEngine( timeDelta );
//sw.Stop(); //sw.Stop();
//DebugOverlaySystem.Current.ScreenText( new Vector2( 120, 54 ), $"Engine Sim: {sw.Elapsed.TotalMilliseconds,6:F2} ms", 24 ); //DebugOverlaySystem.Current.ScreenText( new Vector2( 120, 54 ), $"Engine Sim: {sw.Elapsed.TotalMilliseconds,6:F2} ms", 24 );

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@ -15,7 +15,7 @@ public partial class VeloXCar
if ( !UseABS ) if ( !UseABS )
return; return;
if ( TotalSpeed < 100 || ABSActive || Steering.AlmostEqual( 0, 1 ) ) if ( TotalSpeed < 100 || Steering.AlmostEqual( 0, 1 ) )
return; return;
@ -26,10 +26,10 @@ public partial class VeloXCar
if ( !wheel.IsOnGround ) if ( !wheel.IsOnGround )
continue; continue;
if ( wheel.NormalizedLongitudinalSlip >= 0.55f ) if ( wheel.wheelIsBlocked )
{ {
ABSActive = true; ABSActive = true;
wheel.BrakeTorque *= 0.25f; wheel.BrakeTorque = 0f;
} }
} }

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@ -24,6 +24,15 @@ public partial class VeloXCar
angle -= SteerAngle.yaw * 0.5f; angle -= SteerAngle.yaw * 0.5f;
float absAngle = angle < 0 ? -angle : angle; float absAngle = angle < 0 ? -angle : angle;
//foreach ( var wheel in Wheels )
//{
// if ( !wheel.IsOnGround )
// continue;
// Log.Info( wheel.LongitudinalSlip < 0.1f );
// if ( wheel.LongitudinalSlip < 0.1f )
// wheel.BrakeTorque += Math.Abs( wheel.LongitudinalSlip ) * 10000;
//}
if ( Engine.RevLimiterActive || absAngle < 2f ) if ( Engine.RevLimiterActive || absAngle < 2f )
return; return;
@ -32,7 +41,6 @@ public partial class VeloXCar
if ( !wheel.IsOnGround ) if ( !wheel.IsOnGround )
continue; continue;
float additionalBrakeTorque = -angle * Math.Sign( wheel.LocalPosition.y ) * 20f; float additionalBrakeTorque = -angle * Math.Sign( wheel.LocalPosition.y ) * 20f;
if ( additionalBrakeTorque > 0 ) if ( additionalBrakeTorque > 0 )
{ {

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@ -38,7 +38,7 @@ public partial class VeloXCar : VeloXBase
if ( Math.Abs( inputSteer ) < 0.1f ) if ( Math.Abs( inputSteer ) < 0.1f )
return; return;
if ( IsOnGround && Math.Abs( WorldRotation.Roll() ) < 60 ) if ( IsOnGround || Math.Abs( WorldRotation.Roll() ) < 60 )
return; return;
var angVel = Body.WorldTransform.PointToLocal( WorldPosition + Body.AngularVelocity ); var angVel = Body.WorldTransform.PointToLocal( WorldPosition + Body.AngularVelocity );