You're totally right yokoyoko


PS1 : the formulas he's using, confuse me as well at the moment ! more to see on his blog's page. But we can manage to find our own

PS2 : i'll kindly ask Sirnoname
for( long i = 0; i < 4; ++i ) // Check all wheels for lock up
{
const TelemWheel &wheel = info.mWheel;
if(3.0*abs(wheel.mRotation)/metersPerSec<=.5) // if wheel is rotating slower than 50% vehicle spd { // speed@hub = dist/time = dist/angle * angle/time = 1.9m/2*pi * .mRotation = 3 * .mRotation
++sumLocked; // count how many wheels are locked
}
} // End rotation check
if (info.mUnfilteredBrake >= 0.1 && metersPerSec >= 1.0) // Are we moving AND braking?
{
if(sumLocked >= 1) // If we are moving AND braking AND have lockup in at least n wheels then...
{ SetDigital(6); // Send digital feedback (turn on digital output 6 - vibration)
SetAnalog(2,0); } // Send analog feeback (set analog channel 2 to zero - LED brightness)
else SetAnalog(2, min(abs((long) info.mWheel[3].mRotation*1.5),255)); // otherwise analog 2 represents brake disc rotation speed as the brightness of an LED on the board
}
else // If not braking OR moving
{
ClearDigital(6); // If we aren't braking OR we aren't moving then there should be no FFB
SetAnalog(2,0);
}
I think we have to look to get the circumferential speed ... if this value is smaller than the vehicles speed = the wheels are blocking.???
FFB steer front grip fract="0.00000" // Range 0.0 to 1.0 (previous hardcoded value was 0.0), additional effect of front grip loss on steering force
it seems that finally we won't need to mimic the true ABS calculation : comparing 'estimated car speed' and 'wheel speed' as we have the final result : for example, if mGripFract > 80% then the wheel is blocked and is sliping
if it's not possible to plug wheel and joystick simultaneously, i've read that sofwares can remap and mix several USB device into a unique virtual device
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