User's Guide | Virtual CRASH 3 | Virtual CRASH 4

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END-USER LICENSE AGREEMENT (“EULA”) >

© 2016 vCRASH, Americas, Inc. All Rights Reserved

 

Changes are periodically made to the information herein; these changes will be incorporated in new editions of this program and related publications. This publication has been provided pursuant to an agreement containing restrictions on its use. This publication is also protected by federal and international copyright law. No part of this publication may be copied, distributed, transmitted, transcribed, stored in a retrieval system, or translated into any human or computer language, in any form or by any means, electronic, mechanical, magnetic, manual, or otherwise, or disclosed to third parties without the express written permission of:

vCRASH, Americas, Inc. | Global Distributor to Virtual CRASH
14260 W Newberry Road #201, Newberry, Florida 32669
1-800-215-7120 | sales@vcrashusa.com | www.vcrashusa.com

 

(V8.2)


“Learn by Doing.” This ancient Latin saying is the most concise way to summarize our teaching philosophy at vCRASH, Americas, Inc. In what follows below, the reader will be guided through a series of tutorials and lessons, which in combination with video lessons that can be found on the vCRASH Academy website [1], will quickly impart a working knowledge of how to reconstruct cases with the Virtual CRASH software tool. Each chapter builds on knowledge gained from prior chapters; therefore it is most useful to read in the text in order. Have fun, and enjoy your time working with the fast, affordable, and amazing software tool Virtual CRASH!  

[1] www.vcrashusa.com/academy


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Contents

Prelude | A Quick Start for the Impatient User

Chapter 1 | System Requirements and Installation

Chapter 2 | Mouse Cursor Controls

Chapter 3 | Printing Scenes

Chapter 4 | Changing Variable Units

Chapter 5 | View & Render Options

Chapter 6 | Modifying Vehicle Properties

Chapter 7 | Importing Custom Vehicles

Chapter 8 | Vehicle Controls

Chapter 9 | Scaling Images

Chapter 10 | Reading Collision Data

Chapter 11 | Touching Up the Polygon Mesh

Chapter 12 | Staging a Car Crash | RICSAC 1

Chapter 13 | The Human Models

Chapter 14 | Staging Bicycle & Motorcycle Impacts

Chapter 15 | Simulating Ejections

Chapter 16 | Importing Total Station Measurements | Virtual CRASH 3

Chapter 17 | Modifying Terrain Elevation Using Measurements | Virtual CRASH 3 

Chapter 18 | Using Point Cloud for Terrain | Virtual CRASH 3 

Chapter 19 | Miscellaneous Topics

Chapter 20 | Virtual CRASH 4

Chapter 20 | Virtual CRASH 4 | New Virtual Tutor Lessons

Chapter 20 | Virtual CRASH 4 | Compatibility with Virtual CRASH 3

Chapter 20 | Virtual CRASH 4 | New Themes

Chapter 20 | Virtual CRASH 4 | Supported Geometry and Point Data Files

Chapter 20 | Virtual CRASH 4 | New Vehicles 

Chapter 20 | Virtual CRASH 4 | Improved Gallery Browser

Chapter 20 | Virtual CRASH 4 | New Multibody Functionality

Chapter 20 | Virtual CRASH 4 | Importing Point Cloud Data 

Chapter 20 | Virtual CRASH 4 | The Point Cloud Selection Tool 

Chapter 20 | Virtual CRASH 4 | The Easy Surface Builder Tool

Chapter 20 | Virtual CRASH 4 | The Path Animation Tool

Chapter 20 | Virtual CRASH 4 | The Google Earth Tool

Chapter 20 | Virtual CRASH 4 | Importing Total Station Data

Chapter 20 | Virtual CRASH 4 | The Total Station Surface Builder Tool

Chapter 20 | Virtual CRASH 4 | The SMART HUD Tool

Chapter 20 | Virtual CRASH 4 | Volumetric and Environment Lighting

Appendix 1 | Single Body Collision Physics Model

Appendix 2 | Human Collision Physics Model

Appendix 3 | The Virtual CRASH Coordinate System

Appendix 4 | The Tire Force Models

Appendix 5 | Second Point Cloud Example (UAVs) | Virtual CRASH 3 

Appendix 6 | Tractor-Trailers

Short Document Revision History


© 2016 vCRASH, Americas, Inc. All Rights Reserved