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WheelCollider Physic Angular Acceleration

Discussion in 'Navigation' started by NDSno1, Sep 28, 2016.

  1. NDSno1

    NDSno1

    Joined:
    Dec 20, 2014
    Posts:
    223
    Hi fellows Game Devs,
    I'm currently developing a racing game, and I'm toying around with WheelCollider. However, WheelCollider only take Radius, Mass and Torque to Wheel to calculate the speed. However, I would like to actually calculate the engine torque and the engine angular velocity in order to simulate a more realistic acceleration (of course gear ratio also in account)
    So I was able to find the engine torque by searching for dyno and peak torque, power information online. Now I don't know how to calculate the engine angular acceleration, so that I can change the RPM and torque dynamically with this. Is there a way I can do that? Suppose that by looking at dyno, I know what the torque is at a certain RPM, and I know what the angular acceleration of the wheel is by calculating inertia from mass and radius, and from inertia to angular acceleration of wheel. But other than that I can't calculate the engine acceleration
    Can you guys help me out with this?
    Thank you guys very much and sorry if this post is not in the right place