How the Simulation Works

Vehicle model

The car moves according to a kinematic single-track (bicycle / Ackermann) model with the rear axle as the reference point. For a wheel angle δ and wheelbase L the rear axle follows a circle of radius R = L / tan δ. Because the rear of the car sits behind that point, it swings out naturally — nothing is added artificially.

Deterministic, frame-rate independent

Physics runs at a fixed step of 1/120 s with exact arc integration, independent of your screen’s refresh rate. There is no randomness: the same start position and the same inputs always produce exactly the same path.

Collisions

The car’s outline is checked against every obstacle at each step. On contact the car stops at its last free position and the collision is counted and marked. There are no invisible corrections.

Reference points

Hints such as the turn-in point or the counter-steer angle are calculated from the geometry of the selected vehicle and the current scene. They describe what is geometrically true at that moment; they do not drive for you.

Known simplifications

  • Tires do not slip; at parking speeds this matches reality closely.
  • Suspension, road gradient and weather are not simulated.
  • The 3D views are simplified. Simplifications only affect what you see, never how the car moves.

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