Skimmed the documentation and couldn't find anything, so here goes:
Why does SUSP_X translate into the middle of WHEEL_X?
Do I need a HUB_X for it to understand where to translate to? What if my balljoint is offset from the hub center, as they usually are?
Right now this whole assembly is one SUSP_X, with the origin about where the strut ends. Control arms animate as well which is not my intention.
I understand that you'd want them to be a separate object and essentially part of the generic underbody mesh, correct? Track and wheelbase changes would not affect them and they'd be lined up with the strut. I understand if track is changed due to wheel offset for example, and you would wish to represent the strut accurately, you would have to re-model the angle to correspond with the new SAI and lower balljoint position relative to hub, correct?
My intention would be to animate the strut along it's correct SAI, so it turns in place around where the balljoint would be, with the controls arms static. Probably not gonna animate anything for this car even if it'd be perfect for it in stock form
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The dilemma is simply: how does it know where to translate the origin to? In the KS editor and Blender the strut appears in the correct X, Y and Z location. In-game it translates to WHEEL_X center.