Short answer, yes weight on wheels will create more braking force.
Long Answer
double simgCalcWheelDragForce(simgSUSPENSION * Suspension,double DownForce,int SurfaceType)
{
double SlipDragCOF;
double RollingDragCOF;
double Drag;
simgWHEEL * Wheel;
Wheel = &Suspension->Wheel;
SlipDragCOF = sin(fabs(Wheel->ForceAOA));
if(SurfaceType == simgST_WATER)// || SurfaceType == simgST_BEACH)
{
RollingDragCOF = 2.0;
}
else
{
RollingDragCOF = (Wheel->BrakePercentage * Wheel->MaxBreakCOF) +
(Wheel->RollingFrictionCOF );
}
Drag = (RollingDragCOF + SlipDragCOF) * DownForce;
return Drag;
}
Long Answer
double simgCalcWheelDragForce(simgSUSPENSION * Suspension,double DownForce,int SurfaceType)
{
double SlipDragCOF;
double RollingDragCOF;
double Drag;
simgWHEEL * Wheel;
Wheel = &Suspension->Wheel;
SlipDragCOF = sin(fabs(Wheel->ForceAOA));
if(SurfaceType == simgST_WATER)// || SurfaceType == simgST_BEACH)
{
RollingDragCOF = 2.0;
}
else
{
RollingDragCOF = (Wheel->BrakePercentage * Wheel->MaxBreakCOF) +
(Wheel->RollingFrictionCOF );
}
Drag = (RollingDragCOF + SlipDragCOF) * DownForce;
return Drag;
}
Yeah that's what I was going to say :lol
Short answer, yes weight on wheels will create more braking force.
Long Answer
double simgCalcWheelDragForce(simgSUSPENSION * Suspension,double DownForce,int SurfaceType)
{
double SlipDragCOF;
double RollingDragCOF;
double Drag;
simgWHEEL * Wheel;
Wheel = &Suspension->Wheel;
SlipDragCOF = sin(fabs(Wheel->ForceAOA));
if(SurfaceType == simgST_WATER)// || SurfaceType == simgST_BEACH)
{
RollingDragCOF = 2.0;
}
else
{
RollingDragCOF = (Wheel->BrakePercentage * Wheel->MaxBreakCOF) +
(Wheel->RollingFrictionCOF );
}
Drag = (RollingDragCOF + SlipDragCOF) * DownForce;
return Drag;
}
Thanks!
Code looks like C#. Except it looks like a variable was declared (int SurfaceType) when you started your loop... o.O :)
Short answer, yes weight on wheels will create more braking force.
Long Answer
double simgCalcWheelDragForce(simgSUSPENSION * Suspension,double DownForce,int SurfaceType)
{
double SlipDragCOF;
double RollingDragCOF;
double Drag;
simgWHEEL * Wheel;
Wheel = &Suspension->Wheel;
SlipDragCOF = sin(fabs(Wheel->ForceAOA));
if(SurfaceType == simgST_WATER)// || SurfaceType == simgST_BEACH)
{
RollingDragCOF = 2.0;
}
else
{
RollingDragCOF = (Wheel->BrakePercentage * Wheel->MaxBreakCOF) +
(Wheel->RollingFrictionCOF );
}
Drag = (RollingDragCOF + SlipDragCOF) * DownForce;
return Drag;
}
What is this hieroglyphics!