(I accidentally multiplied downforce by 100, because I'm using downforce points as opposed to coefficient)
(I accidentally multiplied downforce by 100, because I'm using downforce points as opposed to coefficient)
Also, acceleration from 0-100kph in 1 second is now harder since this tyre model, will have to continue working on how to achieve unreal levels of grip (or implement downforce and hope)
Also, acceleration from 0-100kph in 1 second is now harder since this tyre model, will have to continue working on how to achieve unreal levels of grip (or implement downforce and hope)
Also my first Unity crash.
Also my first Unity crash.
I guess my car knows how I feel too.
I guess my car knows how I feel too.
Started coding meshes for the ground, using vertex shading for the surfaces for a low-poly look. I hope it works 🤞
Started coding meshes for the ground, using vertex shading for the surfaces for a low-poly look. I hope it works 🤞
- Match the GR1 formula torque (850)
- Add gears (wow, 2!) and diff ratio
- Get close to drag coeff of GR1.
You have a car that is dynamic off the line to match small worlds/tracks. Turns coming soon once I get to grips with it.*
*For legal reasons, that's a pun.
- Match the GR1 formula torque (850)
- Add gears (wow, 2!) and diff ratio
- Get close to drag coeff of GR1.
You have a car that is dynamic off the line to match small worlds/tracks. Turns coming soon once I get to grips with it.*
*For legal reasons, that's a pun.
One day I might even post media.
One day I might even post media.