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Can go karts be configured?
What's the difference between a go kart and an ordinary car?

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Yes, they can be configured but they're quite tricky. Main differences with ordinary cars are:

  • Karts don't have suspension. They rely on tire bouncing and chassis flex.
  • Rear wheels powered with a rigid shaft, no differential.
  • Brakes applied to the rear shaft only. High end karts also have front brakes.
  • Steering geometry lifts the inner wheel when cornering.
The smaller wheels, high rotation rates and high bouncing rates require a higher simulation rate to be simulated properly, 100 Hz at least (Unity's default is 50 Hz).
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Can you spare time to make a demonstration scene? Next, we want to do go kart related projects and simulations.

What is the impact of adjusting the movement rate on the vehicle physics and where to modify these necessary values? What impact will they have?
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Can you make a demo sample scene for this?

You are more professional than us

Can unity currently achieve a speed of 100 Hz?

Can go kart Games be fully realized in unity with the support of VPP?
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Unity can work perfectly at 100 Hz with a small performance penalty. It may even run at 500 or 1000 Hz, but then the application requires a powerful machine to run.

Physics frequency is configured as Project Settings > Time > Fixed Timestep. Default value is 0.02 (50 Hz). Set to 0.01 for 100 Hz.

I haven't configured go karts yet, but VPP has all the components required. Surely they can be simulated to some realistic extent.

Currently there are no plans to include a go kart example in VPP, but I could create it on demand as a separately paid service. Check out the rates and conditions here:
https://vehiclephysics.com/about/support/#professional-services

If you're interested, please contact me by email to further discuss this matter. Thank you!
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