Motorsports Dynamics Engine a.k.a. MoDyEn.

Motorsports Dynamics Engine

SUMMARY:
Motorsports Dynamics Engine A.k.a. MoDyEn is a AAA class realistic modular simulation plugin/package for Unity3d.

With MoDyEn, you can achieve the racing game of your dreams, because it has been carefully developed by an motorsports enthusiast. The development progress under Unity has been about 4 years. The learning curve has been 10 years. Because theoredical wasn’t enough, I had to build up my car as a race car to gain real experience with cars that have stiff suspension and racing tires.

So alot of my experience lays around a bmw e36 with racing suspension and a bmw e34 touring with coilovers, 18" rims and falken tires and having a huge camber angle at back for more traction, because it’s a wagon. This combination gave me the perfect understanding of what a car is capable of at high speeds(such as 220km/h, the grip that you gain with down force and stability that you love when the suspension is stiffer but not too stiff.

I simply love cars and I cant get enough of them in real life and this is why I wanted to remake the sensation in virtuality, once I discovered unity I saw a perfect combination, it took time, but I’m sure it was worth it!

[10/28/2017]Update!Revision 2.0 Just got finished!
It has been awhile since the initial release, but the wait is greatly awarded, with an update that packs quite abit! A brand new core for example.

New in Revision 2.0:

  • Complete Rewrite of the project
  • Runge Kutta 4 Integration (Huge performace boost, up to 100 cars at minimum impact to CPU, runs at stable 60HZ now!)
  • New Inspector UI
  • Deformable tires
  • Stylish new UI with Telemetry
    …And Much More!

LIST OF KEY FEATURES:
1. Drivetrain:

  • Gearbox simulation
  • Clutch simulation
  • Engine simulation: Torque, compression & Horsepower (output only)
  • Two Engine simulation models (Basic & TorqueCurve)
  • Backfire simulation
  • FWD/RWD/AWD Drivetrains
  • Differentials (open, adjustable locking 1-way, 1.5-way & 2.0-way)
  • Turbocharger simulation
  • Basic driving aids (steering assist, TCS & ABS) Enough to get you started

2. Suspension

  • Camber Adjustment, Static & Dynamic
  • Toe Adjustment
  • Caster Adjustment
  • Ackerman Adjustment
  • Pivot Offset Adjustment
  • Ride height
  • Bumpstops
  • Packers
  • Fast/slow rebound dampening
  • Fast/slow bump dampening
  • Antiroll bars

3. Tire:

  • Realistic forcefeedback (tested with G27 wheel)
  • Combined Pacejka89 tire model
  • Deformable tires

4. Brakes:

  • Brake torque
  • Brake pressure
  • Brake bias
  • Brake heat glow

5. Aerodynamics:

  • Aerodynamics model (base, front and rear wing)
  • Drag & downforce’s

Additional bonus features:

  • Basic physically-based metallic paint shader Included!
  • External configuration loader Included!
  • New UI Included! (Ready for further development by the user)
  • Minimap with feathered edges Included!

…and more! :slight_smile:

DEMOS:
[Bryce Canyon](http:// Dropbox Bryce Canyon.rar?dl=0)
Revision 2.0 [UPDATE! 10/28/2017]

I recommend trying the demos with a G27 wheel, because this is what I used for the development and ffb is where the racing really gets you!

Also make sure that if something bothers you, try to finetune the car to your needs, every parameter is important in the tuning page and everything affects the way you drive or drift :wink:
If you feel something is wrong, feel free to share your thoughts!

GET IT NOW:
You can find the current released version here. (DLL Only atm.)
Update is in the works and will be released once it’s finished.
Currently supporting PC(Dll) in Unity5. Also currently the plugin is backwards compatible with older Unity versions(4.x). Will try to keep it like that, but will not focus on it.

IMAGES:





1 Like

That’s awesome man! The physics are perfect. Best ive seen on Unity. Keep up the good work this is great!

Good job I’m sure that will sell nicely on the asset store.

Question: Can this be used with 2 and 3 wheeled vehicles? If you included these with this I could buy it in a heartbeat.

Impressive works, its got loads of character. The lateral grip loss with high slip ratios if probably a little excesive in my opinion though which makes it difficult to get the power back on after passing the apex of a corner. Keep it up though dude, excellent work.

PS: I think the problem above is also what is causing the vehicle to be so unstable under heavy braking. Do you have a ABS system in place? Maybe try dialing that up a bit or putting one in if there isn’t one already. Either that are you could make the longitudinal force curves for the tyres asymmetric so they are more generous and forgiving under braking. I dont know how you’ve implemented things though so I’m just guessing. That’s only my opinion anyway dude.

Good luck

First supra i see with no reverse

pretty cool, keep up the good work.

Quality3DHD: youl have to switch the reverse in manually.
Vodistar: I dont have any aids such as tcs or abs, im creating a raw car at first. This problem might be caused because the braking torques are to high and since i added a engine torque multiplyer to the tuning box, then the brakes actually are constant but they should be also tweakable, but its a quick tuning box anyways…
OmniverseProductions: I havent researched on bikes that much, but i’m sure the technical part can be done easly, but for thebalacing i’ll ned to research abit. but for 3 wheel vehicles i think there is no problem since they dont need bodyweight balancing to be driven.

And for others thanks for the kind comments.

Very, very good.

very nice

version player unity failer

can’t opening never …

why

Thank you! In that case I’ll go with 3 or 4 wheeled vehicles.

Edit: If you release this in the asset store I know I’ll definitely buy it.

omarzonex, hmm try cleaning your unityplayer cache?
OmniverseProductions, thanks for the comment, when my project id more stable and easyer to configure, i’ll see how a 2 wheeled vehicle should behave in my project

Hi there,
Great work your’re doing there! Had some fun throwing Aasbo’s car around :slight_smile:

Just a couple of questions: Is this scratch made physics or is it based on UnityCar/Edy?
And also, what are your plans for the next version of the demo?

Hello, Thanks for the nice comment and glaf you had fun with it.
It is scratch made, and does not have any connections to unitycar or edy’s physics.

My plans for the next version, is to make it more stable, remove some strange bugs(such as neutral gear not reving up correctly), make a garage like main menu for more gamelike demonstration. Ideally i would like to give the need for speed shift visual feedback because i love the gfx and all those camera movements, but the vehicle dynamics are bad in shift, so id like to release my own some sort of a lfs/nfs hybrid tech demo for the next release. In that case it should be good for demonstrating the main features of my MoDyEn project clearly enough imo.

Nice, but what I have discovered that really big changes to the setup doesn’t do that much to the actual handling.
Biggest ‘bug’ I’ve found (just my 2cents :wink: ) is, that there seems to be no change to the center of gravity. Even with 1 meter of clearance height, the car handles nicely :confused: :smile:

and 2.: you should add the option to set up the anti roll bars, that would be cool :slight_smile:

greets!

Cool. I wasn’t too happy with both Edy’s and UnityCar behaviour. Yours feels more fluid and somehow “organic”.
But as dennis_s2k said, you need to add/modify some features.

I wouldn’t worry on graphics for now as they will eat up a lot of your time that could be spent on further improving the physics model.

I’m interested in purchasing a very lightweight optimised mobile car done using raycast wheels and has actual options for arcade style play if anyone’s up for it.

I think this is pretty great! I look forward to seeing the finished product…

Hi man! check your PM, i wait 2 days =\

Did alot of tweaking and fixed alot of bugs… Check it out http://sideways.dezine.net.ee/

Bugfixes:

  • Center Of Gravity change with suspension length.
  • Clutch force fix(does’nt insanely brake the engine anymore when shifting down)
  • Aerodynamics forumla was running 2 times.
  • Ackerman steering had the oposite effect, corrected.
  • Engine rev fix.

Added:

  • Simple Race Timer
  • WIP Ghost car
  • Fading brake lights
  • Surface bump amplitude
  • 1,2,3 - camera views

Changed:

  • Raycast to Capsulecast
  • Track Car
  • Cleaned code

For a drifter, set the front spring 90, rear 70, front camber -4, drop the car a litle bit lower, steering angle of 58 and a torque multiplyer of 2or3.