Testing hybrid EV setups in Vehicle Physics Pro. In this car, the transmission is connected directly to the electric motor, so there are no gears. The combustion engine is simulated separately and acts as an electric generator.

#VPPDev #Unity #ElectricVehicle #Simulator #HybridVehicles #MadeWithUnity #Physics #IndieDev #GameDev

A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

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Integrating the iconic Silverstone Circuit into Vehicle Physics Pro. The PERRINN 424 will be the first car to test it. 😃

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Work in progress: a tool for switching visual materials between render pipelines in Unity. This allows the Vehicle Physics packages to work across all three supported render pipelines by simply pressing the appropriate button, with materials specifically configured for each pipeline.

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Now this is good mesh density for a racing track 3D model.

~10,000 triangles for a single 60 m patch. The full circuit comes in at nearly 1 million (~960,000) triangles, split into around 96 individual meshes for optimal physics processing.

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Why is there a discontinuity in the tire force that appears only when the brake torque is nonzero? I’m still investigating, but it looks like we’ll need to redesign the final stage of the wheel model. This part calculates the final longitudinal force from the combination of wheel torques (including the brake pads) and is a leftover from the previous model version.

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Verifying the quality of the 3D mesh of a mysterious track for testing the 424. The physics mesh is aligned with the LIDAR data, providing great detail on the track surface.

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Developing an extension to Vehicle Physics Pro’s kinematic suspension model to accurately reproduce suspension data from real vehicles.

#VPPDev #Unity #MadeWithUnity #Simulator #Motorsport #Racing #Physics

Here are eight views of the same wheel model under different conditions. Everything looks nominal except for the longitudinal force when the wheel transitions from freely rolling (slip = 0) to fully braked. The overall shape appears correct, but the noise in the graph suggests a possible numerical issue with the sign of the resulting longitudinal force in the calculations.

#VPPDev #Unity #MadeWithUnity #Physics #Simulator #TireSimulation #Simracing #Motorsport