Chaos RC · Engines + simulation

Handling begins with the installed parts.

The RC vehicle model connects electrical drive, tyre forces and suspension to the shared rigid body.

Parts change mechanics

The part catalogue feeds resolved vehicle properties. Battery charge and internal resistance affect voltage; motor constants, winding resistance and ESC current limits affect torque. Gearing trades wheel speed against torque, while wheel dimensions and inertia affect rotation. These are authored model parameters, not measurements of commercial components.

The chassis and wheels share a force budget

The game owns suspension, tyre slip and grip, steering and the electric drivetrain. Chaos supplies rigid-body integration, contact and point-force mechanisms. Component masses and inertia estimates are assembled around the centre of mass; installing parts adjusts the body origin while preserving the chassis pose.

Presentation follows the simulation

Generated named resources describe the vehicle and its articulated components. The authored dirt course supplies bends, berms and jumps. Continuous drivetrain, surface and impact audio follows mechanical and contact state through Engine streaming rather than an unrelated sound loop.

A driving slice is a useful limit

The implemented slice focuses on one buggy and a dirt course, with controller input, recovery and race presentation. Garage part controls affect the model, but the wider economy, inventory and progression direction remains separate later work.

Current limits: Windows DirectX 12 and XInput are the first validation target. The averaged motor model, diagonal inertia and simplified wheel/body treatment have modelling limits; presentation and handling calibration continue.