Physics Car tilts over when turning = no proper drifts or normal curves

D

Deleted member 728565

  • Deleted member 728565

Hi there,

im "new" to car modding in AC. And now im having a issue with the suspension... everytime I'm driving left or right doesnt matter im almost rolling over, I adjusted the graphics offset to

[BASIC]
GRAPHICS_OFFSET=0,-0.1,0.20
GRAPHICS_PITCH_ROTATION=0
TOTALMASS=1665
INERTIA=2.030,1.210,4.210

Now the tilt doesnt happen anymore... but is it right what i have done? or is there another way to solve this?
heres my suspension.ini:

[HEADER]VERSION=1

[BASIC]
WHEELBASE=2.7 ; Wheelbase distance in meters
CG_LOCATION=0.45 ; Front Weight distribution in percentage

[ARB]
FRONT=650000 ; Front antiroll bar stiffness. in Nm
REAR=650000 ; Rear antiroll bar stiffness. in Nm

[FRONT]
TYPE=DWB ; Suspension type. DWB Double Wish Bones. STRUT McPherson strut
BASEY=-0.355 ; Distance of CG from the center of the wheel in meters. Front Wheel Radius+BASEY=front CoG. Actual CG height =(FWR+FBasey)+(RWR+Rbasey))/CG_LOCATION%
TRACK=1.70 ; Track width in meters (from pivot 3D placement of the 3d model of a wheel)
ROD_LENGTH=0.00040 ; push rod length in meters. positive raises ride height, negative lowers ride height.
HUB_MASS=58 ; Front sprung mass
WBCAR_TOP_FRONT=0.350,0.2223,0.060 ; Top front car side wishbone attach point
WBCAR_TOP_REAR=0.3561,0.1961,-0.235 ; Top rear car side wishbone attach point
WBCAR_BOTTOM_FRONT=0.4154,-0.0601,0.110 ; Bottom front car side wishbone attach point
WBCAR_BOTTOM_REAR=0.4128,-0.0486,-0.280 ; Bottom rear car side wishbone attach point
WBTYRE_TOP=0.0838,0.1625,-0.024848 ; Top tyre side wishbone attach point
WBTYRE_BOTTOM=0.0364,-0.1265,0.005526 ; Bottom tyre side wishbone attach point
WBCAR_STEER=0.4154,-0.0601,0.1198 ; Steering rod car side attach point
WBTYRE_STEER=0.0364,-0.1265,0.045 ; Steering rod tyre side attach point
TOE_OUT=0.00010 ;-0.00007 ; Toe-out expressed as the length of the steering arm in meters
STATIC_CAMBER=-2.5 ; Static Camber in degrees. Actual camber relative to suspension geometry and movement, check values in game
SPRING_RATE=60000 ; Wheel rate stifness in Nm. Do not use spring value but calculate wheel rate
PROGRESSIVE_SPRING_RATE=10000 ; progressive spring rate in N/m/m
BUMP_STOP_RATE=9000 ; bump stop spring rate
BUMPSTOP_UP=0.01 ; meters to upper bumpstop from the 0 design of the suspension. range of suspension travel in bump is bump+rodlength
BUMPSTOP_DN=0.01 ; meters to bottom bumpstop from the 0 design of the suspension
PACKER_RANGE=0.0055 ; Total suspension movement range, before hitting packers
DAMP_BUMP=7600 ; Damper wheel rate stifness in N sec/m in compression
DAMP_FAST_BUMP=4800
DAMP_FAST_BUMPTHRESHOLD=0.060
DAMP_REBOUND=10375 ; Damper wheel rate stifness in N sec/m in rebound
DAMP_FAST_REBOUND=7485
DAMP_FAST_REBOUNDTHRESHOLD=0.120 ; Damper rebound slow/fast threshold in seconds

[REAR]
TYPE=DWB
BASEY=-0.325 ; Distance of CG from the center of the wheel in meters. Rear Wheel Radius+BASEY=Rear CoG Actual CG height =(FWR+FBasey)+(RWR+Rbasey))/CG_LOCATION%
TRACK=1.66
ROD_LENGTH=0.00025
HUB_MASS=0
WBCAR_TOP_FRONT=0.5067,0.095,0.300
WBCAR_TOP_REAR=0.4656,0.0997,-0.14
WBCAR_BOTTOM_FRONT=0.5402,-0.1372,0.30
WBCAR_BOTTOM_REAR=0.50,-0.1387,-0.14
WBTYRE_TOP=0.1139,0.1284,-0.0291
WBTYRE_BOTTOM=0.0547,-0.1409,-0.0122
WBCAR_STEER=0.4845,-0.0314,-0.1725
WBTYRE_STEER=0.0818,-0.0175,-0.12
TOE_OUT=0.00036 ;0.00014
STATIC_CAMBER=-2.5
SPRING_RATE=80000
PROGRESSIVE_SPRING_RATE=15000
BUMP_STOP_RATE=90000
BUMPSTOP_UP=0.01
BUMPSTOP_DN=0.01
PACKER_RANGE=0.0055
DAMP_BUMP=7851
DAMP_FAST_BUMP=5750
DAMP_FAST_BUMPTHRESHOLD=0.060
DAMP_REBOUND=10770
DAMP_FAST_REBOUND=6600
DAMP_FAST_REBOUNDTHRESHOLD=0.120

[GRAPHICS_OFFSETS]
WHEEL_LF=-0.00 ; Left front graphical offset of the wheel positioning in the x axis (width). + is left - is right movement
SUSP_LF=-0.00 ; Left front graphical offset of the suspension positioning in the x axis (width). + is left - is right movement
WHEEL_RF=0.00 ; Right front as above
SUSP_RF=0.00
; Right front as above
WHEEL_LR=-0.00 ; Left rear as above
SUSP_LR=-0.00 ; Left rear as above
WHEEL_RR=0.00 ; Right rear as above
SUSP_RR=0.00 ; Right rear as above

Reminder: This is only for testing! no actual realistic data, im trying to understand which setting causes this...
ah and also i cant drift or make a proper burnout some wheel is always off ground idk why.
Its just really weird to drive... its so "stiff" like no realistic movement. And when i brake hard the wheels go sometimes through the hood...

Anyone any advice? Help would be really appreciated :)
 
Hi there,

im "new" to car modding in AC. And now im having a issue with the suspension... everytime I'm driving left or right doesnt matter im almost rolling over, I adjusted the graphics offset to

[BASIC]
GRAPHICS_OFFSET=0,-0.1,0.20
GRAPHICS_PITCH_ROTATION=0
TOTALMASS=1665
INERTIA=2.030,1.210,4.210

Now the tilt doesnt happen anymore... but is it right what i have done? or is there another way to solve this?
heres my suspension.ini:

[HEADER]VERSION=1

[BASIC]
WHEELBASE=2.7 ; Wheelbase distance in meters
CG_LOCATION=0.45 ; Front Weight distribution in percentage

[ARB]
FRONT=650000 ; Front antiroll bar stiffness. in Nm
REAR=650000 ; Rear antiroll bar stiffness. in Nm

[FRONT]
TYPE=DWB ; Suspension type. DWB Double Wish Bones. STRUT McPherson strut
BASEY=-0.355 ; Distance of CG from the center of the wheel in meters. Front Wheel Radius+BASEY=front CoG. Actual CG height =(FWR+FBasey)+(RWR+Rbasey))/CG_LOCATION%
TRACK=1.70 ; Track width in meters (from pivot 3D placement of the 3d model of a wheel)
ROD_LENGTH=0.00040 ; push rod length in meters. positive raises ride height, negative lowers ride height.
HUB_MASS=58 ; Front sprung mass
WBCAR_TOP_FRONT=0.350,0.2223,0.060 ; Top front car side wishbone attach point
WBCAR_TOP_REAR=0.3561,0.1961,-0.235 ; Top rear car side wishbone attach point
WBCAR_BOTTOM_FRONT=0.4154,-0.0601,0.110 ; Bottom front car side wishbone attach point
WBCAR_BOTTOM_REAR=0.4128,-0.0486,-0.280 ; Bottom rear car side wishbone attach point
WBTYRE_TOP=0.0838,0.1625,-0.024848 ; Top tyre side wishbone attach point
WBTYRE_BOTTOM=0.0364,-0.1265,0.005526 ; Bottom tyre side wishbone attach point
WBCAR_STEER=0.4154,-0.0601,0.1198 ; Steering rod car side attach point
WBTYRE_STEER=0.0364,-0.1265,0.045 ; Steering rod tyre side attach point
TOE_OUT=0.00010 ;-0.00007 ; Toe-out expressed as the length of the steering arm in meters
STATIC_CAMBER=-2.5 ; Static Camber in degrees. Actual camber relative to suspension geometry and movement, check values in game
SPRING_RATE=60000 ; Wheel rate stifness in Nm. Do not use spring value but calculate wheel rate
PROGRESSIVE_SPRING_RATE=10000 ; progressive spring rate in N/m/m
BUMP_STOP_RATE=9000 ; bump stop spring rate
BUMPSTOP_UP=0.01 ; meters to upper bumpstop from the 0 design of the suspension. range of suspension travel in bump is bump+rodlength
BUMPSTOP_DN=0.01 ; meters to bottom bumpstop from the 0 design of the suspension
PACKER_RANGE=0.0055 ; Total suspension movement range, before hitting packers
DAMP_BUMP=7600 ; Damper wheel rate stifness in N sec/m in compression
DAMP_FAST_BUMP=4800
DAMP_FAST_BUMPTHRESHOLD=0.060
DAMP_REBOUND=10375 ; Damper wheel rate stifness in N sec/m in rebound
DAMP_FAST_REBOUND=7485
DAMP_FAST_REBOUNDTHRESHOLD=0.120 ; Damper rebound slow/fast threshold in seconds

[REAR]
TYPE=DWB
BASEY=-0.325 ; Distance of CG from the center of the wheel in meters. Rear Wheel Radius+BASEY=Rear CoG Actual CG height =(FWR+FBasey)+(RWR+Rbasey))/CG_LOCATION%
TRACK=1.66
ROD_LENGTH=0.00025
HUB_MASS=0
WBCAR_TOP_FRONT=0.5067,0.095,0.300
WBCAR_TOP_REAR=0.4656,0.0997,-0.14
WBCAR_BOTTOM_FRONT=0.5402,-0.1372,0.30
WBCAR_BOTTOM_REAR=0.50,-0.1387,-0.14
WBTYRE_TOP=0.1139,0.1284,-0.0291
WBTYRE_BOTTOM=0.0547,-0.1409,-0.0122
WBCAR_STEER=0.4845,-0.0314,-0.1725
WBTYRE_STEER=0.0818,-0.0175,-0.12
TOE_OUT=0.00036 ;0.00014
STATIC_CAMBER=-2.5
SPRING_RATE=80000
PROGRESSIVE_SPRING_RATE=15000
BUMP_STOP_RATE=90000
BUMPSTOP_UP=0.01
BUMPSTOP_DN=0.01
PACKER_RANGE=0.0055
DAMP_BUMP=7851
DAMP_FAST_BUMP=5750
DAMP_FAST_BUMPTHRESHOLD=0.060
DAMP_REBOUND=10770
DAMP_FAST_REBOUND=6600
DAMP_FAST_REBOUNDTHRESHOLD=0.120

[GRAPHICS_OFFSETS]
WHEEL_LF=-0.00 ; Left front graphical offset of the wheel positioning in the x axis (width). + is left - is right movement
SUSP_LF=-0.00 ; Left front graphical offset of the suspension positioning in the x axis (width). + is left - is right movement
WHEEL_RF=0.00 ; Right front as above
SUSP_RF=0.00
; Right front as above
WHEEL_LR=-0.00 ; Left rear as above
SUSP_LR=-0.00 ; Left rear as above
WHEEL_RR=0.00 ; Right rear as above
SUSP_RR=0.00 ; Right rear as above

Reminder: This is only for testing! no actual realistic data, im trying to understand which setting causes this...
ah and also i cant drift or make a proper burnout some wheel is always off ground idk why.
Its just really weird to drive... its so "stiff" like no realistic movement. And when i brake hard the wheels go sometimes through the hood...

Anyone any advice? Help would be really appreciated :)
Do you have Content Manager? If you open the car in Custom Showroom you can better visualize the cars suspension, which may help to find what's wrong with it
 
  • Deleted member 728565

Do you have Content Manager? If you open the car in Custom Showroom you can better visualize the cars suspension, which may help to find what's wrong with it
Yes im using CM, but in Custom Showroom i cant see whats wrong with it...
there are these two things (Forgot name xD) Blue and red and i think something with them went wrong...
test2.PNG
And i dont understand what this blue "platform is... (Yes i know my glass isnt configured right)
 
  • Deleted member 728565

Nevermind, i found the issue myself!
It was because
[BASIC]
GRAPHICS_OFFSET=0,-0.1,0.20
GRAPHICS_PITCH_ROTATION=0
TOTALMASS=1665
INERTIA=2.030,1.210,4.210

Graphics offset the Z-Axis was actually too high so it put the "center of gravity as seen in picture in the middle of the car... fix was to change -0.1 in= 0.1, functions now properly :)
 

Latest News

Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


Results are only viewable after voting.
Back
Top