Heeey, that will be helpful when the time comes to model it )Friend has a Caterham R400 with wide track suspension, would that be of help?
I guess it would require more complete/complex constraint within 3ds, what do you guys think ?
Do you know if its possible to combine both systems? I tried setting up my front steering arms according to the pipeline ("STEERING_ARM" empty on the wheel hub, "DIR_STEERING_ARM" empty pointed at it with the steering arm parented to it) So far I have been unsuccessful in making it work, but the DIR_STEERING_ARM does have its own keyframes to follow the up/down movement.Yep, the DIR_ thing is awesome, I learnt it watching the same video some time ago. As you say, if the real suspension geometry in the physics matches your model close enough, the the travel range is properly limited, it should all look fine and work well.
Also, just in case you didn't know, with this system you should set USE_ANIMATED_SUSPENSIONS= to 0, as this system is not really animated.
Looks brilliant btw, I just love detailed modelling of the mechanical bits!
That's what the DIR_ objects are meant for. You don't save animations directly to either the object or DIR_object, but their parents are moving (one end on the upright, one on the body) and then it rotates object. Since the object's position doesn't change, it stays mounted in the same spot on the upright, but always points where it should.i mean if i understood it correctly: How will the steering arm deal with the suspension animation, and steering animation at the same time
I have some spreadsheets from AC forum yes, some stuff there is useful, mostly the comments. The suspension there is more about how to add the setup values so it's driveable, I can do that without any tools but say the rod length which is suspension geometry dimensions thing is something I did use to estimate and validate.As far as I know nothing really changed. You've got the suspension editor for a while now, the ingame dev apps, etc. Aero calculations can be done with flow software, but usually there is some data laying around on the web.
There is also a good work sheet for suspension design. I believe by felipe..? Obviously you'd need the measurements pictured above, too.
Well, yeah, that's all the Kunos app has to offer. It's not even working on solid axle type suspension, which will just crash the app lol.I have some spreadsheets from AC forum yes, some stuff there is useful, mostly the comments. The suspension there is more about how to add the setup values so it's driveable, I can do that without any tools but say the rod length which is suspension geometry dimensions thing is something I did use to estimate and validate.
Either I am missing something or the Kunos app is that simple:
There is pretty much nothing and I have more calculated in my own spreadsheet than what Kunos shows in the app.
I'm trying to make my own app as this one from Kunos is simply unacceptable/unusable/useless.
There are some spreadsheets, dunno of on AC forum or elsewhere I just search everywhere, real cars forums etc. but the only I found does the calculation in 2D with 2D visualization, which is wrong and just an estimate.
I have it calculated in 3D just like it should be but not in an app yet.
On the other side of the scale where Kunos's app is lies MSC Adams, lots of stuff but clumsiness of the app is off the limits and it still can't do 3D visualization and even 2D is more of for checking only and not real time tuning at all.
I'll check AC forum later and RD if there is something new that can be reused.
And a first export tryout (without the spring)
i only exported the dummies ( DIR_ ) meaning animated_suspensions=0
i measured in 3dsmax the space between the two axis, and put the same in the ini files, and changed the dummy pivot to that axis so it's all aligned properly ingame.
But... i have a funny behavior! see below how the wishbone is rotating... any clue ?
is the strict solution to bake and export the animation and then use the parameter animated=1 ?
Because now i'm happy about pretty much everything but the bottom wishbone! The steering arm is working both in steering and suspension!
Then comes the question about the spring... and the animated=0 ... so many questions
Live Axle geometry is more tricky to setup in virtual worlds because every link is a joint, while in reality almost all are hinges.
So that means that every link you create can rotate freely and you can't force a single axis of rotation except if you block it with another link.