#SPORT SLED $Id: slphys01.txt,v 1.12 2002/09/13 03:54:23 chuck Exp $ # Dry weights vary from less than 400 lbs? (175 kg) for Redline (flyweight?) # to 560 lbs (255 kg) for Polaris 800 XC (aggressive). # Add ~16 gal (60 L) for fuel/oil (assuming 0.75 g/ml, 60 L = 45 kg). # Lightest = 220 kg, heaviest = 300 kg. mass = 390 #Was 360. # Sled center of mass in x, y and z axis (0, 0.1, 0.45) (0.36) COM = 0, -0.02, 0.15 COM_CRASH = 0, 0.5, 0.15 # Sled moment of inertia in kg * m^2 on each axis. (350, 350, 125) MOI = 140, 350, 125 # Rider mass in kg. Assuming 176 lbs rider. ridermass = 80 # Wind drag coefficient (2.29, 1.79, 3.29 4.58) winddrag = 2.9 #was 2.0 # Air state damping. # Larger numbers mean less damping. GYRO_DAMP_X 0.3 #was 1.0, keep over 0.3 GYRO_DAMP_Y 1.0 # Ground Angular Velocity Damping Threshold (R)(Tm) # I really don't know what this means too well... It has something # to do with when the ground AV damping *really* kicks in # (in radians per second)... Basically, lower numbers damp more # higher numbers damp less.... Seems to suck more the further from # 2.0 you go. (Bring down once friction is reasonable.) (3.65) GYRO_DAMP_GAV_PACK 2.3 #was 2.3?, 2.05, 2.7, 1.8, 1.9, 2.6 GYRO_DAMP_GAV_DEEP 1.7 #was 1.7, 1.9 GYRO_DAMP_GAV_ICE 2.7 #was 1.8, 1.9, 1.7 GYRO_DAMP_GAV_WATER 1.7 #was 1.8, 1.9 GYRO_DAMP_GAV_MUD 2.0 #was 1.7, 1.9 GYRO_DAMP_GAV_HARD 2.0 #was 2.0, 1.9 # This has been dropped to accomodate ice, but it won't allow quick spins. # How fast sliding friction goes from max to min (range per second) (5.0) SLIDE_FRICTION_DOWN_RATE 20.0 #was 20.0 #old 8.0, 5.0 # How fast sliding friction goes from min to max (range per second) # (range per second means how far thru the range it goes per second # so 1.0 takes 1 second, 3.0 takes 1/3 second, etc., so higher is faster) (1.0) SLIDE_FRICTION_UP_RATE 50.0 #was 20.0 #old 8.0, 3.0, 5.0, 0.25 # Ramp-up time for player controlled mid-air pitch/roll changes. PITCH_TIMEOUT 0.05 # Factor controlling how much acceleration is given by gas/brake in the air. # Modify this if the moment of inertia continues to change. AIR_PITCH_FACTOR 675.0 #was 375.0 # Amount of acceleration on X that the player can create (m/s^2) AIR_LATERAL_CONTROL 2.5 # Maximum amount skis can be turned. (0.350 = 20) MAX_SKI_YAW .350 # Ski turn less at high speed hack # This is the speed that the skis lock straight (obviously, this should always # be higher than the maximum possible speed) Ski turn ratio goes from 1.0 # at speed zero, to 0.0 at this given speed # (50 m/s ~ 110 mph, 53.5 ~ 120 mph, 60 ~ 134 mph) SKI_YAW_ZERO_SPEED 55 # Just in case, this is the minimum ratio that the ski max can be reduced to SKI_YAW_MIN_MAX_RATIO 0.1 # Factor used to determine how much auto-roll is applied in the air. AUTO_ROLL_FACTOR 1.0 # Ramp-up time for mid-air auto-roll. AUTO_ROLL_TIMEOUT 0.5 # How far it's possible to lean. # This limit can be doubled if auto and manual lean go in the same direction. LEAN_LIMIT_X 0.7 LEAN_LIMIT_Z 0.7 # Maximum amount of "up" force put on the skis when leaning back (newtons). (2425) # This will need to be changed if the sled's mass, it's c.m., the gravity, or # the force at the tread change. MAX_SKI_UP_FORCE 6000.0 # YE OLD NORMAL CODE OF THE MORTALS # This modifies the upforce significantly # crictical angle is actually the sine of the angle, I think.. It might be cosine :( # Smackdown is the factor multiplied when the force is downward UPFORCE_CRITICAL_ANGLE 0.52 UPFORCE_CRITICAL_SMACKDOWN 3.0 # Above "up" force is only applied when accelerating forward more than # this many m/s. This is a hack to prevent the sled from flipping. (2.5) SKI_UP_FORCE_ACCEL 2.5 # How long the rider is forced to lean back when the clutch engages (ms). CLUTCH_LEAN_TIME 1500 # How fast the rider is forced back when the clutch engages. He is pushed # back at this rate until he reaches LEAN_LIMIT_Z. (3.0) (1.2) CLUTCH_LEAN_RATE 3.0 # RPM where the clutch engages. CLUTCH_ENGAGE_RPM 5000.0 # How much force is applied by the brakes to slow the track. If the track is # producing less force than this and the brakes are applied, the track stops # and generates no force. Otherwise, the track is slowed proportionally and # produces less force. (6000) BRAKING_TRACK_FORCE 200.0 #was 1500.0 # How much ground friction force is created when the track is moving slower # than the sled. (900, 750) BRAKING_GROUND_FORCE 10.0 #was 400.0 # How long it takes for brakes to reach full force (s) (0.8) BRAKE_TIME 2.0 #was 0.01, 1.2 # As the sled throttles up and down the current RPM move towards the target # RPM in a linear fashion. This number scales the speed at which the RPM # changes. A larger numbers equal slower RPM adjustment. RPM_APPROACH_RATE 6000.0 # Maximum RPMs RPM_MAX 9000.0 # Nitro boost time NITRO_TIME 6.0 # Gear sizes. These are the maximum and minimum sizes of each of the sled's gears # or pulleys or whatever they're called. Units are unimportant as the primary and # secondary gears are compared to get a gear ratio. # # The sled starts with the belt at PRI_GEAR_LOW and SEC_GEAR_HIGH. Divide these two # numbers to get the lowest gear ratio. The maximum gear ratio is PRI_GEAR_HIGH # divided by SEC_GEAR_LOW. (0.1, 1.0, 1.4, 1.2, 1.6) PRI_GEAR_LOW 0.1 PRI_GEAR_LOCK_HIGH 1.0 PRI_GEAR_HIGH 1.33 #was 1.28 SEC_GEAR_LOW 1.2 SEC_GEAR_HIGH 1.6 # The gears shift at this rate. This is measured in units/sec. For example, if # PRI_GEAR_LOW is 0.4 and PRI_GEAR_HIGH is 1.0 and PRI_SHIFT_RATE is 0.2, the belt # will move through the entire range in 3 seconds. PRI_SHIFT_RATE 0.2 SEC_SHIFT_RATE 0.1 # This determines how much the secondary clutch PERCIEVES the load due to gravity. # It does not affect gravity itself, just how much gravity affects the clutch. # Low load factor is on straight & level... high load factor is totally vertical # Things in between are somewhere in between GRAVITY_LOAD_FACTOR_LOW 1.5 GRAVITY_LOAD_FACTOR_HIGH 8.31 # Rate of load factor change per second GRAVITY_LOAD_FACTOR_RATE 0.75 # Amount of load on the sled at the secondary clutch low and high ratio CLUTCH_LOAD_LOW 4000 CLUTCH_LOAD_HIGH 12000 # Amount of drag that has something to due with engine drag. Lower numbers drag # the engine more, It should not be less than CLUTCH_LOAD_LOW, or the effect will # be the opposite of what you want. ENGINE_DRAG_LOAD 4500 # The maximum amount of horsepower is generated at this RPM. This is used to determine # when the primary gear begins to shift. MAX_HP_RPM 8750.0 # The torque curve of the engine is two lines. Below MAX_TORQUE_RPM, the first line # is used. Above MAX_TORQUE_RPM, the second line is used. The first line has an # upward slow of TORQUE_SLOPE_UP and the second line has a downward slope of # TORQUE_SLOPE_DOWN. MAX_TORQUE_RPM 8000.0 TORQUE_SLOPE_DOWN 0.025 # The engine's RPMs are scaled by the gear ratio to get a track RPM. That RPM is # the scaled by this number to get a track speed. This number represents some measure # of the length of the tread. A longer tread would require a larger engine RPM to # turn compared to a shorter tread. (0.003666 (Sport), 0.0043 (S-Pro), 0.004966 (Pro)) TRACK_SPEED_FACTOR 0.003666 # Similar to TRACK_SPEED_FACTOR, but this number scales torque instead of speed. # (320 (Sport), 360 (Semi-Pro), 400 (Pro)) TRACK_FORCE_FACTOR 310 #was 320 # Idle RPMs RPM_IDLE 1450.0 # Reverse gear size. Bigger means lower top speed but higher acceleration. REVERSE_GEAR_SIZE 5.0 # But since we don't want really high accel in reverse, engine torque # is capped to this in reverse. REVERSE_MAX_TORQUE 500 # Comfiness (0.0 - 1.0) affects the rider's endurance COMFORT 0.4 #was 1.0 # Floatation of sled on certain surfaces (deep snow, water, mud) SURFACE_FLOATATION 0.0 # Drag of sled in certain surfaces (deep snow, water, mud) SURFACE_DRAG 0.0 # How much stamina the character loses per m/s fall velocity (0.3) landing_speed_stamina_loss_factor 0.0 # What the loss is multiplied by at 0 degrees (low) and 90 degrees (high) landing_angle_stamina_loss_factor_low 0.0 #was 1.0 landing_angle_stamina_loss_factor_high 0.0 #was 6.0 # Stamina loss colliding with another sled (1/10k stamina bar per newton ^2) (0.00001) sled_collide_stamina_loss 0.00005 # Stamina loss colliding with the ground (or walls, etc...) (3.0) ground_collide_stamina_loss 32.0 #was 3.0, 1.5 # Stamina loss from head-on death per m/s collide_death_stamina_loss 10.0 # Stamina loss from landing inverted flip_stamina_loss 75.0 # Stamina loss from failed trick trick_fail_stamina_loss 50.0 # Top speed of sled in m/s. top_speed = 34.0 # Top speed without turbo engaged. non_turbo_speed = 27.0 # Time needed to turn skis all the way ski_yaw_time = 0.1974 # Distance to go from top_speed to 0. braking_distance = 40.0 # RPM below which the hi-gear cannot be used. clutch_min_rpm = 8000.0 #### accel animation #### # The sled must go from below speed_lo to above speed_hi in # less than max_time_from_lo_to_hi to trigger the acceleration # animation. The animation will be used for up to max_play_time, # or until the user releases the throttle. accel_anim_speed_lo = 2.24 #m/s, 5 mph accel_anim_speed_hi = 4.47 #m/s, 10 mph accel_anim_max_time_from_lo_to_hi = 0.25 accel_anim_max_play_time = 2.0 accel_anim_min_throttle = 0.9 #### Clutch stamina loss variables #### # Maximum stamina points which can be lost due to clutch engagement per second. #max_clutch_stamina_loss = 0.0 #was 12.0 #max_clutch_stamina_loss_ai = 0.0 #was 10.0 # This amount of stamina will be lost per second when the clutch is engaged on top # of the amount calculated with the numbers below. #min_clutch_stamina_loss = 0.0 #was 6.0 #min_clutch_stamina_loss_ai = 0.0 #was 4.0 # Speed at which stamina loss starts (m/s) (60 mph). #min_speed_clutch_stamina_loss = 26.82 # Speed at which stamina loss is greatest (m/s) (95 mph). #max_speed_clutch_stamina_loss = 42.47 # HP at which stamina loss starts. #min_hp_clutch_stamina_loss = 75.0 # HP at which stamina loss is greatest. #max_hp_clutch_stamina_loss = 175.0 # Strength below which stamina loss is greatest. #min_strength_clutch_stamina_loss = 8.0 # Strength above which stamina loss never occurs. #max_strength_clutch_stamina_loss = 24.0 # Amount of stamina lost due to speed as vs. horsepower (0 means all HP, # 1 means all speed). #clutch_stamina_loss_speed_ratio = 0.5 #### End clutch stamina loss variables #### # Reaction points ReactionPos { { 0.700, 0.000, 1.175}, #right ski {-0.700, 0.000, 1.175}, #left ski { 0.300, 0.000,-1.018}, #right track {-0.300, 0.000,-1.018}, #left track { 0.0, 1.05, -0.5}, #rider } # Suspension parameters Suspension { #ski (0.35, 0.1, 0.3, 1.86, 0.4), (0.225, 1.395, 0.3) 0.25,# suspension travel - meters 0.1, # surface area - m^2 0.225, # zero factor - unit (1/3 ground reaction point?) # Friction on packed snow, keep turned close (-.10) 2.22, # lateral friction coeff with skis straight (2.25, 1.75, 1.85, 2.2) 2.22, # lateral friction coefficient - unit, skis turned (2.25, 2.55, 1.75, 1.7) 2.22, # lateral friction coefficient - unit, deep surface (2.25, 1.75, 1.85, 2.2) 12.78, # lateral friction coefficient - high angle 0.3, # forward friction coefficient - unit (0.3 fixed) 0.3, # high angle friction 0.889, # high angle 0, # buoyant speed - m/s # Friction on deep snow 1.94, # lateral friction coeff with skis straight (1.8) 1.94, # lateral friction coefficient - unit, skis turned (1.8) 1.31, # lateral friction coefficient - unit, deep surface (1.21) 11.17, # lateral friction coefficient - high angle 0.24, # forward friction coefficient - unit (0.24) 0.24, # high angle friction 0.889, # high angle 35.76, # buoyant speed - m/s # Friction on ice, keep turned at lowest all the time 1.71, # lateral friction coeff with skis straight (1.01, 1.21) 1.41, # lateral friction coefficient - unit, skis turned (1.01, 1.21) 1.71, # lateral friction coefficient - unit, deep surface (1.01, 1.21) 9.85, # lateral friction coefficient - high angle 0.15, # forward friction coefficient - unit (0.15) 0.15, # high angle friction 0.889, # high angle 0, # buoyant speed - m/s # IGNORE SURFACE # Friction on water 1.65, # lateral friction coeff with skis straight 1.65, # lateral friction coefficient - unit, skis turned 0.01, # lateral friction coefficient - unit, deep surface 1.65, # lateral friction coefficient - high angle 0.24, # forward friction coefficient - unit 0.24, # high angle friction 0.889, # high angle 23.69, # buoyant speed - m/s # Friction on mud 1.31, # lateral friction coeff with skis straight (1.21) 1.31, # lateral friction coefficient - unit, skis turned (1.21) 1.31, # lateral friction coefficient - unit, deep surface (1.21) 7.54, # lateral friction coefficient - high angle 0.21, # forward friction coefficient - unit (0.21) 0.21, # high angle friction 0.889, # high angle 35.76, # buoyant speed - m/s (35.76) # Friction on hard surfaces (wood/metal/etc) 2.4, # lateral friction coeff with skis straight (2.2) 2.4, # lateral friction coefficient - unit, skis turned (2.2) 2.4, # lateral friction coefficient - unit, deep surface (2.2) 2.4, # lateral friction coefficient - high angle 0.3, # forward friction coefficient - unit (0.3) 0.3, # high angle friction 0.889, # high angle 0, # buoyant speed - m/s { # normal suspension props (27550) 25300, #was 27550 # spring k - N/m - use (mass * g) / restPos 3300, #was 3600 # damping coeff - Ns/m - Reduces the bouncies }, { # maxed suspension props (36740) 125500, #was 136740 10000, #was 10000 }, }, { # TRACK (0.35, 0.75, 1.6, 14.5, 24.1), (1.2, 10.88, 18.08) 0.35, # suspension travel - meters 0.75, # surface area - m^2 0.5, # zero factor - unit (0.225) # Friction on packed snow 1.92, # lateral - straight (2.5, 5.0) 1.92, # lateral friction coefficient - unit, turned (0.35, 0.55) 1.92, # lateral friction coefficient - unit, deep surface (2.5, 5.0) 11.06, # lateral friction coefficient - high angle 2.0, # forward friction coefficient - unit (4.5) 11.52, # high angle friction 0.889, # high angle 0, # buoyant speed - m/s (0) # Friction on deep snow 2.75, # lateral - straight (3.0) 2.75, # lateral friction coefficient - unit, turned (3.0) 4.60, # lateral friction coefficient - unit, deep surface (5.0) 15.84, # lateral friction coefficient - high angle 1.0, # forward friction coefficient - unit (1.0) 5.76, # high angle friction (3.24) 0.889, # high angle (0.8) 44.7, # buoyant speed - m/s (44.7) # Friction on ice 1.31, # lateral - straight (1.01, 0.81) 1.01, # lateral friction coefficient - unit, turned (1.01, 0.81) 1.31, # lateral friction coefficient - unit, deep surface (1.01, 0.81) 7.54, # lateral friction coefficient - high angle 2.25, # forward friction coefficient - unit (2.25) 12.96, # high angle friction (7.28) 0.889, # high angle (0.8) 0, # buoyant speed - m/s (0) # IGNORE SURFACE # Friction on water 2.0, # lateral - straight 2.0, # lateral friction coefficient - unit, turned 30.0, # lateral friction coefficient - unit, deep surface 2.0, # lateral friction coefficient - high angle 1.05, # forward friction coefficient - unit 1.05, # high angle friction 0.889, # high angle 38.00, # buoyant speed - m/s # Friction on mud 1.77, # lateral - straight (1.925) 1.77, # lateral friction coefficient - unit, turned (1.925) 1.77, # lateral friction coefficient - unit, deep surface (1.925) 10.19, # lateral friction coefficient - high angle 1.25, # forward friction coefficient - unit (1.25, enough to kill boost) 7.2, # high angle friction (4.04) 0.889, # high angle (0.8) 40.23, # buoyant speed - m/s (40.23) # Friction on hard surfaces (wood/metal/etc) 5.5, # lateral - straight (6.0) 5.5, # lateral friction coefficient - unit, turned (6.0) 5.5, # lateral friction coefficient - unit, deep surface (6.0) 5.5, # lateral friction coefficient - high angle 4.5, # forward friction coefficient - unit (4.5) 4.5, # high angle friction 0.889, # high angle 0, # buoyant speed - m/s (0) { # normal suspension props (13775) 14900, #was 13775 # spring k - N/m - use (mass * g) / restPos 4870, #was 4500 # damping coeff - Ns/m - Reduces the bouncies }, { # maxed suspension props (18370) 19880, #was 18370 10000, #was 10000 }, }, }, }