I have a few comments and suggestions.
always well accepted! Thanks!
The time to full throttle and brake is very realistic. Is there a similar feature in the time to turn as well?
If I understand this right it should be
Code:
Steering_Speed = xxx Deg/s Value that expresses how quick the steering is applied
Isn't turning resistance modeled, like, the speed of the vehicle will reduce when it turns?
not entirely, the actual distance covered by the vehicle while turning is reduced due to trigonometry (sin and cos of steering angle are accounted), but no physical effect is simulated
And can suspension be modelled as well? Like the vehicle will tip forward a bit while accelerating and backward when braking. And will tilt a little in the direction opposite of turning. Will increase the realism a lot.
Well I gave a deep thought about this while coding the module, but the main issue is that this is a general module, therefore the parameters that the user will have to input to have the proper realism would increase significantly, some examples:
- spring constant for the suspensions (to be treated carefully due to numerical instability)
- damping constant for the suspensions (to be treated carefully due to numerical instability)
- distance between minimum and maximum suspensions' extension
- a lot of other groups to animate (think about the formula 1 car, with the front triangles that have to rotate up and down) with all the relevant parameters (pivot points, translations, rotations, scale of the cylinders etc)
- and many more that will easily arise when starting to code
in conclusion IMHO it is something that can be simulated in a single and defined vehicle, but that could be overwhelming (and may become too difficult for users to handle) for such a generic module
Also, one thing I noticed is that the TAS and GS readings in surface mfd remain at zero when the vehicle is in motion. The surface hud also shows zero speed. Only General Vehicle's indepedent output shows the speed. Why is this so? Aren't Orbiter's inbuilt instruments supposed to show the vehicle speed in metres/second?
this happens because, in order to have such a stable simulation, the module works by moving around frame by frame a still vessel sitting on the ground. So for Orbiter is like the vessel never starts to move around, it just "teleport" itself in the location calculated for the next frame.
I can try to guess that inside Orbiter itself the functioning of the status update of a single vessel in the simulation is something like:
- forces acting on a vessel -> accelerations on the vessel
- accelerations -> velocity vector change of the vessel -> final velocity vector (this is what you see in the instruments)
- velocity vector -> position update
GeneralVehicle works exactly in the same way, but it does it by itself, not passing through the normal Orbiter simulation process, so Orbiter sees a vessel with 0 velocity each frame that is being teleported in the next spot.
I hope this clarify your doubts!
