Skip to main content
GameDev.net gamedev.net
🔒 Locked

Clutch modelling

Started by d000hg Jan 20, 2005 at 2:19 AM 0 replies 1.1k views
Original Post
d000hg
d000hg
I'm modelling a clutch in my drivetrain, here's what I have so far:
  • SpinEngine - the rate the engine is turning
  • SpinShaft - the rate the driveshaft/differential is turning
  • clutch - betwen 0 for fully depressed and 1 for fully up
  • GearRatio - ratio for the curren gear
  • DiffRatio - differential ratio
  • Then I started off with:
    
    GearedSpinShaft = SpinShaft * DiffRatio * GearRatio;
    TorqueOnEngine = (GearedSpinShaft - SpinEngine) * clutch * 200;
    
    I found this worked but occaisonally things went crazy. I realised that just as wheelspin actually reduces the force a tyre exerts on the ground, a similar slip system should happen here. Using the very simple approximation for force Vs slipRatio from Marco Monster I changed
    TorqueOnEngine = (GearedSpinShaft - SpinEngine) * clutch * 200;
    to
    TorqueOnEngine = max(-50,min(50,GearedSpinShaft - SpinEngine)) * clutch * 200;
    Ie keep the difference in spin in the range [-50,50]. This makes things much more realistic but not perfect. I wondered if the values 50 & 200 are vastly wrong but can't think of an analytical way to get values. 50 / 2PI ~ 10 rotations per second. 200 is just a 'stiffness constant' for how closely the engine rpm follows the changes to driveshaft rotation. Can I get away modelling the clutch when the clutch is fully up or should I just lock it? I imagine it shouldn't be linearly dependent on clutch in my equation mut some exponential type thing, but making it stiff enough might strain my integrator somewhat...

    Topic Locked

    This topic has been locked by a moderator. New replies are not allowed.

    Sign in to reply to this topic.