As I told you already (ehem...) you can try RARS if you are into AI driven racers.mattd8752 wrote:Thanks alot for the explination, but thats not quite what Im looking to do since Im looking for every racer to be simulated by AI, but I will read the C++ for the formulas. Thanks
Actually, RARS is the World Championship of Robot Racers: you program the intelligence of your racer and you let "him" loose on the track. Kinda Briatore style...

1. These are the distances in the three axes from the center of gravity of the car to the center of gravity of the engine or the center of gravity of the wheels. Just play with the numbers and you'll see the engine and wheels displace relative to the car's CG (the green circle and cross).
1. ..under engine, what is X(m) and Z(m). Then also for wheels, What are X, Y and Z.
2. what are points (and where do I get them). I don't understand the EDIT POINTS and PARAMETERS sections.
3. For F1 cars, are most 4WD or what? Also for Gear Ratios, I have an idea how they work, but could someone just explain it a bit more.
4. Next I am in Brakes/Suspension. I don't get any of it... (sorry but its true)...
5. Wow, again don't get much of the Wheel/Suspension/Steering stuff. Actually, none of it.
6. Next, what are tyres (yeah, I don't know that much) and what are all of the parameters.
2. The points are the coordinates for the RPM-torque curve of the engine. Torque is the "rotating power" (ehem...) of the engine. As you can imagine, this power varies while you revv the engine. The more torque you have, the greater the acceleration you give to the car, roughly speaking.
You need to provide three points at least to define the torque vs. rpm curve. Most engine specifications only give the peak torque, unfortunately. You'll have to google for the particular models of cars you want to implement or go to the forum I recommended.
3. No, F1 cars are not 4WD, you are thinking of SUVs.

The gear ratios are the number of revolutions the engine does for each revolution of the wheels. For example, if your first gear ratio is 4 and the engine is rotating at 4000 RPM, the wheels are rotating at 1000 RPM. Actually, between the wheels and the engine there is the differential, that provides another reduction in revolutions. If the differential (final) ratio is, for example, 2, the wheels move at 500 RPM, that is 1000 RPM divided by 2.
4. These numbers tells you how much torque (that is, how much braking power) the brakes have. The numbers are in newtons per meter.
5. The "suspension stuff" tells you how strong is the spring (how much force when compressed) and how much the dampers amortiguate the up/down movement of the wheels in the suspension. The torsion bar prevents the car from tilting too much on curves and this number tells you how rigid is.
6. The "wheels stuff" tells you how are the wheels oriented. Play with the camber/toe numbers and you'll see how the wheels "move": this is what the mechanic does when aligns the wheels of your car.
The suspension travel axis and the steering axis tells you how the wheels move up and down and side to side.
The "tire stuff" tells you how springy are the tires and what is its shape, there is a table for that.
Well, that's it for your first two posts... whew.
As for your C questions, maybe I'll try to tackle them later, but you can use the find function of your C editor to check where are the declarations of the variables, I have not checked the code line by line, believe me, nor do I know someone who has.
You also can try to send a mail to Mr. Chaney, who is NOT famous for his spare time abundance.
For the moment, :: is the operator to invoke a class from a subclass, if memory does not fail me and it represents a call to the Runge-Kutta (RK) matrix method for solving the movement equations. I have no idea where the RK method is in the libraries.
Anyway, as I told you (double ehem...
