Exploding physics with stiff suspensions

Status
Not open for further replies.
You're right, I changed other stuff too, but mistakenly thought the rear fast rebound was the main instigator, since they responded the most in my case. It's a combination of multiple things.
To reproduce it guaranteed, stiffen all the rear dampers, wheel rates and ARB, then work your down.
Stiffening the front seems to have an effect too, even when the rear isn't stiffened to max. Sometimes it seems almost fine in the pits, but when you drive a few tens or hundreds of meters it starts to explode.
 
Last edited:
Ultra stiffening everything together can be too much, however when you stiffen to max a parameter in the Dampers or a couple of them, it still works, but then everything together the software may not be prepared for it.
Is putting everything to max realistic to drive/race the car in those conditions? So maybe the software has boundaries with how much it can work or in how much realistic conditions the car could be. When you create the car you can write higher numbers than recommended. Perhaps in real life when you setup the components, to stress them out so much won't make the car race-able or will wear out the components much faster.
 
Ultra stiffening everything together can be too much, however when you stiffen to max a parameter in the Dampers or a couple of them, it still works, but then everything together the software may not be prepared for it.
Is putting everything to max realistic to drive/race the car in those conditions? So maybe the software has boundaries with how much it can work or in how much realistic conditions the car could be. When you create the car you can write higher numbers than recommended. Perhaps in real life when you setup the components, to stress them out so much won't make the car race-able or will wear out the components much faster.
Stiffening your car for smoother tracks is a valid real-world setup approach. Excessive stiffness was the norm for early 90s F1 cars.
But even then, moderate setups in AC tend to result in excessive transmissibility over bumps and kerbs.
 
It's not new that AC physics engine has flaws under very stiff suspensions, take for example the old kerb of death bug which was mainly fixed by editing tyre data eluding real values.

Take into account that when real data is used things like this can come up so the best is to move into a more serious simulation platform if you want to get a more accurate driving experience.
 
Take into account that when real data is used things like this can come up so the best is to move into a more serious simulation platform if you want to get a more accurate driving experience.
This doesn't make sense. You say you want to get a more accurate driving experience, but at the same time you're trying to use a crazy unrealistic setup for the car which wouldn't work to race the car properly.
 
It's not new that AC physics engine has flaws under very stiff suspensions, take for example the old kerb of death bug which was mainly fixed by editing tyre data eluding real values.

Take into account that when real data is used things like this can come up so the best is to move into a more serious simulation platform if you want to get a more accurate driving experience.
Tire damping values are more realistic now, not less (which was the only thing changed to fix the curb of death bug).

Regardless, it might simply be an error within the mod. I've worked on a number of cars with extremely stiff suspension and extremely stiff ARBs. I've never had this sort of issue at all...
 
[Ironic mode ON] AC tyre model lacks of plate tectonics variable, so if you're playing AC and you get an earthquake, you cannot simulate it. With RF2 you can simulate a fart from the pilot in front of you, and you get more dirty air on the wings. [Ironic mode OFF]
 
Status
Not open for further replies.
Back
Top