Car Dynamics

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This class is used to change the dynamic behavior of the car. Parameters:


  • Controller this parameter is used to select the controller active for this vehicle. Possible values:


  • axis the active controller is joystick/keyboard/gamepad, whatever is defined in the input manager page. Included in the UnityCar package there is a input manager settings file configured for keyboard (arrows and wasd) and for Logitech G25 and G27 steering wheel and pedals.


  • mouse the active controller is mouse. Keep in mind that with mouse controller active, Steer Assistance and Smooth Input are disabled by default.


  • mobile the active controller is mobile accelerometer. Keep in mind that you have to configure the pedals buttons (throttle, brakes, handbrake, gear up and gear down) accordingly in order to make it work.


  • external there is no active controller. This is used to set the vehicle in "idle" mode or to use a custom controller, for example an AI controller.


  • Center Of Mass This parameter represents car's center of mass. This is a GameObject which marks the car's center of gravity. Cars with a higher Center Of Mass (COG) tend to tilt more in corners. The further the COG is towards the rear of the car, the more the car tends to oversteer (the car turns (steers) more than the amount commanded by the driver). The further the COG is towards the front of the car, the more the car tends to understeer (the car turns (steers) less than the amount commanded by the driver). If this is not set, the center of mass is calculated from the colliders.


  • Damp Abs Road Velo This is a parameter used to damp oscillations in slipangle calculus at low speed (less than 1 m/s). Ideal values depends on the car. With the standard fixed time step (0.02) values in the range from 1 to 7 should be ok for most situations. With a fixed time step value less or equal than 0.01 a value of 1 should always be ok.


  • Inertia Factor This is a factor applied to the car's inertia tensor. The inertia tensor is calculated based on the car's collider shape. This factor lets you scale the tensor, in order to make the car more or less dynamic. A higher inertia makes the car change direction slower,which can make it easier to respond to.


  • Front Rear Weight Repartition This parameter modifies car's weight repartition. 0.5 means that the front and the rear part of the car weight the same. A value higher than 0.5 means that the front part weights more than the rear part. A value lower than 0.5 means that the rear part weights more than the front part. Typically values are 0.4 for a FWD car and 0.6 for a RWD car. Usually a rear engine car has a value lower than 0.5 (more weight on the rear), while a front engine car has a value higher than 0.5 (more weight on the front).


  • Front Rear Brake Balance This parameter modifies car's brakes torque repartition. A value of 0.5 means that the 100% of front brakes and 100% of rear brakes torque is used. A value higher than 0.5 means that 100% of front brakes torque is used and a lower part of the rear brakes (for example 0.6 means 100% front and 80% rear). A value lower than 0.5 means that 100% of rear brakes torque is used and a lower part of the front brakes (for example 0.4 means 100% rear and 80% front). Typically front brake are stronger than rear brakes. Typical value for a sport car is 0.65.


  • Front Rear HandBrake Balance This parameter modifies car's handbrake torque repartition. A value of 0.5 means that 100% of handbrake torque is used for both front and rear wheels. A value higher than 0.5 means that 100% of handbrake torque is used for front wheels and a lower part for the rear wheels (for example 0.6 means 100% front and 80% rear). A value lower than 0.5 means that that 100% of handbrake torque is used for rear wheels and a lower part for the front wheels (for example 0.4 means 100% rear and 80% front). Typically handbrake is applied only on rear wheels. Typical value is 0.


  • Enable Force Feedback if checked, force feedback calculation is enabled. Keep in mind that you have to add ForceFeedback.cs script to your car in order to send feedback data to your steering wheel.


  • Skid Here you can put your SkidMarks GameObject that will be used by this car.
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