public VehicleData vehicleData; public TransmissionType transmissionType; // Auto, Manual, ManualWClutch public bool TCSEnabled, ABSEnabled, ESPEnabled; public float ThrottleInput get; set; // 0-1 public float BrakeInput get; set; // 0-1 public float SteeringInput get; set; // -1..1 (left..right) public bool HandbrakeInput get; set; public bool ShiftUpRequest get; set; public bool ShiftDownRequest get; set; public float ClutchInput get; set; // 0-1, optional

PC (keyboard/gamepad), console (controller with analog input)

High (core gameplay) 2. Core Physics & Vehicle Parameters | Parameter | Description | |-----------|-------------| | enginePowerCurve | Torque vs RPM (from idle to redline) | | transmission | Automatic or manual with realistic gear ratios | | finalDriveRatio | Differential ratio | | vehicleMass | Affects acceleration, braking, inertia | | dragCoefficient | Air resistance increasing with speed | | rollingResistance | Constant deceleration at low speeds | | wheelRadius | For rotational speed and ground contact | | suspensionStiffness | Weight transfer and body roll | | tireGripCurve | Grip vs slip angle (peak grip then drop-off) |

It focuses on behavior, physics feel, constraints, and AI if applicable. 1. Overview Summary A modular driving controller that simulates realistic car movement including engine torque, gear shifting, tire friction, suspension weight transfer, and fuel consumption. Works for player input or AI-controlled vehicles.

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