First tests of the PERRINN 424 at Silverstone. What an amazing circuit!
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First tests of the PERRINN 424 at Silverstone. What an amazing circuit!
#MadeWithUnity #Simracing #Motorsport #Silverstone #DigitalTwins #PERRINN #Project424 #Simulator #Engineering #Unity #VPPDev
Integrating the iconic Silverstone Circuit into Vehicle Physics Pro. The PERRINN 424 will be the first car to test it. 😃
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Work in progress: a tool for switching visual materials between render pipelines in Unity. This allows the Vehicle Physics packages to work across all three supported render pipelines by simply pressing the appropriate button, with materials specifically configured for each pipeline.
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Now this is good mesh density for a racing track 3D model.
~10,000 triangles for a single 60 m patch. The full circuit comes in at nearly 1 million (~960,000) triangles, split into around 96 individual meshes for optimal physics processing.
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Why is there a discontinuity in the tire force that appears only when the brake torque is nonzero? I’m still investigating, but it looks like we’ll need to redesign the final stage of the wheel model. This part calculates the final longitudinal force from the combination of wheel torques (including the brake pads) and is a leftover from the previous model version.
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Verifying the quality of the 3D mesh of a mysterious track for testing the 424. The physics mesh is aligned with the LIDAR data, providing great detail on the track surface.
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Developing an extension to Vehicle Physics Pro’s kinematic suspension model to accurately reproduce suspension data from real vehicles.
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Here are eight views of the same wheel model under different conditions. Everything looks nominal except for the longitudinal force when the wheel transitions from freely rolling (slip = 0) to fully braked. The overall shape appears correct, but the noise in the graph suggests a possible numerical issue with the sign of the resulting longitudinal force in the calculations.
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With the analysis tool (right), we can click any point in the plot and pause execution just before it’s calculated. This lets us trace the process step by step, pinpoint the issue, and fix it.
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Inside the code of Vehicle Physics Pro. This is TireFrictionBase, the base class for every tire model implementation in VPP. You can implement any tire friction model and plug it directly into VPP. For example, you could run two instances of the exact same vehicle, each with a different tire model, and compare their behavior.
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Analyzing discontinuities in the wheel force model in Vehicle Physics Pro. Our tool makes it possible to visually detect issues in tire force calculations, and helps design and validate proper solutions.
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Visualizing Slip Ratio (left) and Slip Angle (right) as calculated by Vehicle Physics Pro. As part of the ongoing redesign of the tire flex model, we need to ensure that these calculations remain perfectly smooth and continuous across their full range.
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The Tire Friction Model v2 in Vehicle Physics Pro. Friction curves can be easily configured in the inspector to match available data or expected behavior. The latest iteration also adds rolling resistance to the tire specifications.
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News for Vehicle Physics Pro users: VPP has been upgraded to SDK v9.8. The main improvement is that it no longer requires Unity’s Legacy Input Manager.
The update is live now for Enterprise license holders. Professional and Community editions will follow soon.
Release notes: 🔗 https://vehiclephysics.com/about/release-notes-sdk-v9.8/
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Summer brings a slower pace, but we’re still pushing forward with these ongoing developments:
🔹 Removing dependencies on Unity’s Legacy Input Manager.
🔹 Refining tire compliance (tire flex — stiffness and damping) in the friction model.
🔹 Exploring new ways to implement kinematic suspension from real-world data.
As always, feel free to reach out for a good tech discussion!
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Diagnosing a strong vibration in lateral acceleration. Initial tests suggest a numerical resonance in the model simulating the tire’s lateral damping. However, the tire forces don’t appear to align with the resulting accelerations, so there may be something else not exposed in the telemetry.
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Upcoming work includes completing the new VPP Input Manager with support for Unity’s Input System, and major improvements to the tire contact model and its connection to steering force feedback.
Changelog: https://vehiclephysics.com/about/changelog/
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Also, SDK v9.7-r4 is now available for Professional and Enterprise users — updated repos/packages here: https://vehiclephysics.repositoryhosting.com
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Testing the braking assistance in tough conditions: decelerating from 130 to 0 km/h in 4.5 seconds while entering a curve and going downhill.
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