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Open Interface?

Discussion in 'General Discussion' started by NismoR, Oct 9, 2019.

  1. NismoR

    NismoR
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    Joined:
    Oct 9, 2019
    Messages:
    4
    Hello!
    I'm working on my Master Thesis, and I'm trying to develop an ABS algorithm. To test this I need a simulator which has an open interface where I can apply brake torque on the wheels separately.
    Is the BeamNG's interface open enought for this, or I need modding? Can I get vehicle dynamics and car position data, accelerometer, gyroscope, etc out of the game?
    Thanks for your help,
    NismoR
     
  2. estama

    estama
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    Developer
    BeamNG Team

    Joined:
    Aug 7, 2012
    Messages:
    267
    We try to keep all of our interfaces open and accessible. The code for all the high level mechanisms is also open source (in Lua).

    You can find the source code (including our own ABS implementation) below the "lua/vehicle/" directory of your installation. Concerning the wheels you can get individual angular speeds, brake temperatures, etc. You can also set brake torques independently per wheel. Concerning the vehicle we provide accelerometer, gyroscope and lots of other data.
     
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  3. Diamondback

    Diamondback
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    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,957
    Adding onto what estama said, replacing specifically the ABS logic is not 100% an expected usecase, but should be doable without much messing around. You could rather easily create your own lua module and use that to implement your own ABS logic. The current interface is called each physics frame (meaning at 2000hz) and expects a desired brake torque as the return value. Building more logic around that is doable and still quite clean.
     
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  4. NismoR

    NismoR
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    Joined:
    Oct 9, 2019
    Messages:
    4
    Perfect, thank you for your answers.
     
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