Adding Stiffness to Suspension
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Adding Stiffness to Suspension

[From: ] [author: ] [Date: 12-02-14] [Hit: ]
I have 4 Springs , where by a raycast test the height of the Hovercraft. If its not high enough, a force is applied at the Springs point.I do have a damping mechanism where by the velocity is calculated of the spring, and then multiplied with a damping multiplier,......
Hello there.
I'm currently Designing a WipEout theme video game, but I am having problems getting the Hovercraft to stop wobbling like a jelly when in contact with bumps.

For this I need to compute How the physics work on just a normal suspension mechanism.

At the moment, I have 4 "Springs" , where by a raycast test the height of the Hovercraft. If it's not high enough, a force is applied at the Spring's point. this force is:
Uplift_force * (Actual_Height - Wanted_Height)

I do have a damping mechanism where by the velocity is calculated of the spring, and then multiplied with a damping multiplier, which is then taken from the force the applied to the spring , IE :

Uplift_force * (Actual_Height - Wanted_Height) - (Spring_Velocity * Damping_Multiplier)

This however causes the craft to Wobble like crazy for some reason, so I don't use it.

I have also implemented a deadzone, so the computer doesn't have to reach the dead center of the hover_height.

The end result is still a craft that wobbles like a jelly when it collides with the ground.

What I need is a way to stiffen the springs so that once it hits a ramp or collides with the ground, the Uplift_Force is more viscous and doesn't overshoot the hoverheight too much .

What happens, is when I increase the Uplift_Force, the force takes some time slow down, thus over shoots the hover_height and thus creates a oscillation effect...

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When you say your damping makes the craft oscillate and overshoot, you may not have enough damping. In a real dynamic system, when you have a step input, and you get overshoot and lots of oscillation, that tells the designer that more damping is needed.
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