![]() Several different working modes are provided: This component has been surprisingly simple to implement in my vehicle simulation model. If the car is moving while stalled the engine can be ignited again by releasing the clutch with a proper gear engaged, just like in reality. The engine provides extra friction when stalled. This parameter may be used for simulating parameters like external temperature, battery level, etc. A parameter “starter reliability” defines how likely the engine will be able to start or not. Ignition key and startup engine are both simulated. The power and friction curves are properly defined at all stages and can be configured for making the vehicle harder or easier to stall. The engine can be configured to stall under realistic conditions, or not to stall at all. They can even climb steep roads with the engine at idle, without throttle being applied.ĭespite the physical rpm limits of the engine described by its power curve, the engine can also be set up to cut the power above certain rpm to protect the mechanical parts. For instance, the high-torque diesel engines combined with the electronics keeping the idle rpm makes these vehicles harder to stall. In engine-brake mode no power is being applied at all. This power is applied when the rpms are below the idle value. Active: Vehicle’s electronics automatically apply the necessary power for keeping the idle rpm.They can be easily stalled if releasing the clutch with not enough throttle applied. This mode is typical in the carburetor-based cars. This minimum power is generated even without throttle applied, i.e. Passive: The engine always produces a minimum power that counteracts the engine friction at idle rpm.The engine component can simulate this in two ways: The power curve is calculated out of the torque curve.Ī tricky point not always noticed is keeping the engine powered while idle (that is, compensating the friction at the idle rpms), then combining idle with throttle when applied. Then adjusting the friction values makes the curve to match the shape and specs of the real one. The torque curve can be easily configured out of real data by directly configuring specific torque and rpm points in the inspector. When no throttle is applied, the engine produces brake torque only. The basis is simple: when throttle is applied the engine produces torque according to the actual rpms and the torque curve. Now I’ll describe the actual features and working modes of the Engine component. The engine curve was briefly introduced in a previous post. Introducing the key components of a vehicle’s transmission that are simulated in my upcoming vehicle physics system, Vehicle Physics Pro for Unity 3D. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |