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模拟新闻

近日,ACC物理开发负责人在FB上透露了一些ACC的物理消息

sekyin  发表于 2018.08.03 19:15:55 | 阅读: 3785 | 评论: 3   

本帖最后由 sekyin 于 2018-8-3 19:18 编辑



昨日, AC的物理负责人之一Aristotelis Vasilakos在Facebook的回贴上透露了一些ACC的物理消息









Aristotelis Vasilakos:

ACC的轮胎模型可以说是大幅度的重制。轮胎的胎面和胎壁将会有3维的扭曲(X,Y,Z轴),三个轴都会有自己独特的扭曲程度(rates)而且这个程度会被轮胎当时的胎压, 温度所影响着(例如胎热和有足够的胎压时,你可以期望着胎壁会更加有支撑力,少一点扭曲)。胎温方面,ACC将会细分为更多层次的胎温,刹车所发出的热力将会影响着胎温。胎压,温度,磨损将不会是单纯地改变轮胎抓地力的数字,它们将会影响着整个轮胎的表现,影响着轮胎的滑移角(slipangle), 滑移率(slipratio)和抓地力的曲线。玩家不单止会感受到轮胎抓地力的改变, 同时会感受到轮胎因各种因素影响而产生出不同的反馈。当轮胎与不同的路面接触时,轮胎亦会有独特的反馈。









在天气模拟上,雨天不只是单纯的抓地力下降,我们模拟了在赛道上不同深度的积水当轮胎压过时的表现。轮胎模拟中有算式去模拟车胎的排水能力,控制着雨天是轮胎跟路面的接触面。在雨天中驾驶,如果能够让轮胎排水,保持着轮胎仍然跟路面有接触,那么你这会有可观的抓地力。相反,如果轮胎未能有效排水,胎面是压在水上而非路面,你将会面对着滑水(aquaplaning)现像。这就是为何雨天中比赛总是那么的多变,玩家不单是面对单纯的抓地力减少,而是每一圈都变化着,呈现出一直在变化的表现。还有各种的细节我们有模拟出来,所以令到整个系统的微调工作是需要极端的精密(delicate)。









此外,ACC将有一套全新的空气动力模型由Stefano Casillo和Fernando Barbarossa所创造出来,更加复杂的模拟相比起AC。不再是不同的翼片作为单一个实体去模拟,而是每一个都是个独立的空气动力实体,将会受到气流的影响,这将令到车辆的空气动力表现在俯仰(pitch)和横摆( yaw)的情况下非常敏感。好的车手会能够感受到1,2mm的车高变化所带来的圈速表现的影响,这将使到调车是一件更加复杂的事情。









因此,我们也需要改进我们的悬挂模型。它将会有不同比率的缓冲块(bumpstop),使玩家可以很精确地控制车辆出现过多的俯仰(pitching)。此外,新的阻尼系统将会有曲线图去表达亦非单纯的数字刻度。缓冲块(bumpstop)稍为复杂,我们正试着找个方法令调车界面更加方便用户。









牵引力控制(TC)和防锁死刹车(ABS)也重新开发过算式。现在我们模拟到TC把Slip和slide是独立控制着。当TC介入时,随着TC的不同程度,引擎断油的程度将有不同,而不是单纯的开关模式。这些TC maps, ABS maps可以大程度上改变到车辆的表现。









此外,加上不同的动态抓地力和天气模拟,你能够想像是有多少不同的组合和情况需要模拟,因为基数很大这使得我们遇上错误成为了家常便饭。更甚的是,因为添加新功能,一周间可以所有东西都出了变化,有时侯意味着我们要重新再做过车辆的物理。再者,因为SRO的BoP对于每辆赛车在每个赛道都是不同的,当我们做完一条赛道的package,前往下一条赛道,嗯...又要再做过...





所以,我其实也不知道每个半月更新一台车是如何计算出来,因为我们一直在同时处理所有车辆,所以我无法准确告诉你我们在每辆车上花了多少时间,我可以肯定的是Marco Massarutto (Kunos工作室负责人)完全掌握着这方面。但我可以说的是这将变得非常复杂......“



原文

Aristotelis Vasilakos :

"The tyre model has been heavily reworked. 3 dimensional flex of footprint and sidewalls with specific rates for each axis that are also influenced by the pressure and temperature. Temperatures now have even more layers and even get affected by brakes heating. Pressure heat and wear do not only change a simple grip variation but also the actual behaviour of the tyre, affecting values of slipangle, slipratio, and the grip curve as a whole. You're not only feeling a different grip but a different response too. Tyre also has a different response depending on the different surfaces it touches.



The weather simulation is not a simple lower grip, but an actual water film layer with different depth. The tyres have algorithms that simulate the drainage of the water from the tyre, in order to keep the contact patch in..."contact" with the surface. If it succeeds, you get good grip, if not, the tyre "raises" over the water film and you get aquaplaning. That is what it makes wet driving so unpredictable. You don't have to deal just with a lower grip and that's it. You might think you got grip, push a bit more and instantly get a different behaviour on the same turn a lap before.

Many more big and smaller details got implemented and this obviously makes the fine tuning of the whole system, extremely delicate, considering that the rules predict just one compound for all cars/tracks combinations.



On top of that we have a brand new aero model coordinated by Stefano Casillo and created by Fernando Barbarossa our new physics developer. Much more complex, doesn't take into account different wings as single entities anymore, but a single aerodynamic object that gets affected by flow, and becomes very sensitive in pitch and yaw situations. 1-2mm ride height difference can be felt by good drivers and makes the setup a very complicated matter.



Because of that, we had to improve our suspension model. It now includes variable rate bumpstops that I can set with extreme precision to keep the car from pitching too much. Also new dampers with proper graph curves and not just 4 values. The bumpstops are quite complex so we're trying to figure out a way to make the setup screens better designed for the users.



We also have brand new TC and ABS algorithms, again more complicated than the original AC ones which by the way were an industry first at the time. Now we control slip and slide differently and even how much the engine cuts instead of on/off situations. Those maps alone can change quite a lot the behaviour of the car.



On top of that, add all the different dynamic grip and weather simulation and you can imagine that the possible combinations and situations where something can go wrong are quite a bit. We are also working in a condition that everything can change from a week to the other because of new features added and this means we might need to re do the physics of the cars.

Even BoP is different for each car and each track, and this is getting updated by SRO as we move from one track to the other...



So, I don't know where the 1.5 months per car comes from, as we keep working on all cars at the same time, so I can't really give an accurate estimation of how much time we spent on each car, surely Marco has this under control. But I can tell you that it has become extremely complex..."






RockingMrG Array  发表于 2018.08.14 19:50:31
1楼
期待~ACC会成为新的标杆~

302955900  发表于 2019.01.07 23:36:27
2楼
acc是要成为第一赛车模拟啊

302955900  发表于 2019.01.16 00:08:33
3楼
神力科莎出二的时候希望也有这么优秀

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