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This question was closed May 23, 2020 at 06:55 PM by $$anonymous$$ for the following reason:

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Question by $$anonymous$$ · May 21, 2020 at 12:11 AM · carcar gamecar physicsrealisticdriving

Better RPM??

Hello! I am designing the technical part of my car and I have a RPM formula that does not convince me, it is the following:

 //RPM Formula
 EngineRPM = (WheelTI.rpm + WheelTD.rpm) * GearRatio[CurrentGear];
 ShiftGears();
 
 //Torque Formula
 WheelTI.motorTorque = (EngineTorque / GearRatio[CurrentGear]) / Gear * Input.GetAxis("Vertical");
 
 WheelTD.motorTorque = (EngineTorque / GearRatio[CurrentGear]) / Gear * Input.GetAxis("Vertical");
 
 //Shifting Formula 
 //(is ubicated in ShiftGears function of the script, under RPM Formula)
 
         int AppropriateGear = CurrentGear;
         
         if ( EngineRPM >= MaxEngineRPM ) {
             
             for ( int i= 0; i < GearRatio.Length; i ++ ) {
                 if ((WheelTI.rpm + WheelTD.rpm) * GearRatio[i] < MaxEngineRPM ) {
                     AppropriateGear = i;
                     break;
                 }
             }
             
             CurrentGear = AppropriateGear;
         }


My goal is to achieve something like this (second 0:15): https://www.youtube.com/watch?v=mPdyegq5M4M&list=PLpBVLiNEBD_XZehekMwa76qsfK2PfjDiM∈dex=34

For example, in the video the car, when it skids and accelerates, does not make the changes, but reaches the maximum speed (depending on the torque applied), or when it accelerates in the first gear when it is braked.

But I don't know what formula to use to make it work that way, any ideas?

Thank you for reading!

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