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\tangent another solution is camber or cant, where the outer rail is higher, banking into the curve, as an aeroplane turns. A problem is the beginning of a curve. If the straight simply becomes an arc of a circle, the lateral centrifugal force (see xkcd) goes instantaneously from 0 to maximum. One might think an Euler spiral, whose rate of turn increases linearly, would fix this; but now, although the lateral force increases linearly, the onset of change in force is instantaneous, and is felt as a jolt by passengers. Apparently it is possible to create turns giving a smooth ride, but requires sophisticated dynamic models that are presently beyond me. I started making a game with very smoothly transitioning banked turns, but it's a lot more complex than I thought! (Other games use tilting-like mechanisms, such as suspension, and the natural averaging over the four contact points of a car, but that's not applicable to what I want to do). If anyone has some pointers, I'd love to hear them! P.S. Re trains: Of course, another problem is that banked turns are "static", the same for all trains regardless of velocity; whereas the "dynamic" tilting can adjust to current velocity, on-the-fly (in addition to smoothing out transitions). The rail camber/cant can remain suited to the typical velocity of non-tilting trains using the same track. |
An instantaneous change of force (and thus acceleration) create a jolt, I understand that. But taking the derivative again - 'the onset of change in force' - I don't see how that is felt as a jolt.