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Hello,

I have a few questions regarding EVP/VPP.

I'm looking at developing an RC Sim using either of these systems, based on models of cars that I actually compete with. These cars have setup sheets that lay out the options available for these cars. I've attached a couple of them here and here. I looked through the documentation, and had a couple things I wanted to confirm on before I start developing.

First, does this system allow for implementation of things like the adjustable camber link positions(heights on the chassis and the wheel hub), camber/kick-up, hub heights(affecting roll center), and a few other settings? What about the use of different materials used for the stiffness and flex of the car? Could you provide some insight as to if this is possible with either of these systems?

Thanks in advance!

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I'm afraid that such complex setups are almost entirely up to the physics capabilities in Unity. If you can configure all these suspension parts using Unity joints, even using a solid wheel for the initial draft, then both EVP and VPP should be able to work with it. A simulation like this will require a physics update rate of at least 100 Hz, most likely 200 because of the size of the cars.

Of course, if you're targeting such realism then VPP fits much better. EVP doesn't apply the tire and suspension forces necessarily at the tire contact point, but both wheel forces and application points are tweaked for gameplay based on the EVP controller settings.

VPP simulates realistic tire contact, tire forces, and vertical spring-damper suspension. If you're using joints for suspensions, then VPP suspension may be configured as the tire stiffness. VPP wheel colliders may then be attached to a wheel hub represented by a Rigidbody that is attached to the chasis using the RC suspension set up with Unity joints. When this hub moves, the angle of the VPP wheel collider will change providing camber and caster effects.

There are other effects characteristic of RC cars that are not simulated neither in VPP nor in stock Unity physics, and would require additional development to be addressed realistically. Some of these are:

  • Variable tire radius and friction properties based on the RPM of the wheels. As you know, real RC wheels change both their shape and radius with more RPM.
  • Modify the angular momentum of the car depending on the acceleration of the wheels. This is typically used to balance the cars while in air.
  • Specific effects of driving over loose surfaces such as dirt or mud.

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Welp, my account is being goofy, but I was the one who posted originally. Thanks for answering the questions I had! This clears up the questions that I had. I'll take a look into VPP. Thank you!
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