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Thread: Car physics

  1. #1

    Thread Starter
    Hyperactive Member
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    Dec 2007
    Posts
    308

    Car physics

    Hey guys I need a bit of help with car physics type thing. I am trying to create a simulation of a car moving in a straight line. I have been searching the internet for two days but have not been able to find much.

    I want the user to input the cars torque and then on a little simulation the user presses up and it does exactly what a car would do if you pressed down on the accelerator.

    I need some help thou. What I have figured out lately is things live
    velocity
    acceleration
    mass
    momentum
    torque
    rpm
    horsepower
    force
    energy
    air resistance
    friction

    but I want to completely simulate a car on a road with air resistance. I have tried and tried but my figures are not. I need some formulas like how to convert the energy into speed and how to convert horspe power into energy.
    I have a formula for converting torque and rpm into horsepower but I have no idea how to convert torque into rpm. Any help would be appriciated. Thanks

  2. #2
    Only Slightly Obsessive jemidiah's Avatar
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    Apr 2002
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    2,431

    Re: Car physics

    A project like this would require a *lot* of physics, and even then you'd have to make approximations. Just to simulate a car's suspension takes a fair amount of work. I could give a few differential equations--say Fair resistance is proportional to v. But I have no idea what the constant of proportionality is, or how well that approximation holds up at extremes.

    All in all, you're asking a very complex question if you really want an exact simulator--may I ask why?


    Oh, to convert energy into speed use 1/2 mass*velocity2=kinetic energy. Differentiate to find something similar for power. Since you asked to convert horsepower to energy I'm not really sure if you have the math/physics background for this yet, though maybe you do.
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  3. #3
    vbuggy krtxmrtz's Avatar
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    Re: Car physics

    Make sure you're able to simulate the kinnematics of a dimensionless point first. You still need a good number of physics formulas for that.
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