Question / Support Improve high-speed handling?

Discussion in 'Automation' started by TheWeirdPigeon, Sep 3, 2021.

  1. TheWeirdPigeon

    TheWeirdPigeon
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    I'm trying to improve the high-speed handling for my supercar, but I'm not really sure how to do this. I just tested it in BeamNG and my only real concern is a higher-than-normal level of understeer when cornering at higher speeds. Returning to Automation, I reset the suspension tuning to 'Sport' for harder dampers and more front camber, re-adjusted the sway bars to their normal level, and turned the front wing angle up a bit, but I don't know if this will do anything to solve the problem. I have attached the file below, as well as a few pictures from Automation.

    https://drive.google.com/file/d/1zj6WWsuLRC1I8Xi04ugbprwnkxUDFYcc/view?usp=sharing

    upload_2021-9-3_10-21-46.png
    upload_2021-9-3_10-24-19.png
     
  2. Turbo49>

    Turbo49>
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    You can try to up the angle of the front wing and down the rear wing until it alerts you with terminal oversteer. You could also try to raise a tad the rear suspension to shift more weight to the front.
     
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  3. hotak

    hotak
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    Lots of things to take into consideration to make a car that handles well.

    Automation graphs can help up to a point, but testing in BeamNG is mandatory, and you also neet to know/show what kind of car you're trying to make, there are no absolute rules.

    The first thing i'd suggest is: when tuning suspension click on the "flag", this is how you'll have the car weight distribution when in BeamNG.

    Then, if your problem is at all speeds, try making the suspension rear frequency a bit higher than the front one. also tune the dampers so that the suspension graph for front and rear converges (it's ok now, but you'd need to have at least 0.5 damping for something sporty, i normally go from 0.65 to 0.82 for my track cars, even 0.85 for rally cars, but those have very high ride heights and soft suspension (1.4-1.65 hz, for trackday cars you'd want 1.7hz or more, depending on aero, for heavy aero car i got up to 2.8).
    REMEMBER: absolute damping and suspension number don't really count, only frequency and critical damping fraction are important, and they vary if you change the car's weight.

    Another REALLY important thing is tire width and wheel dimension: smaller wheels will allow the car to have lower ride heights without sacrificing the suspension travel too much, this can be really important - exspecially when making cars with much aero - because when the suspension reaches it's end, that wheel will abruptly start sliding making for unpredictable handling. Rims are important too and i reccomend not using magnesium or carbon ones in "general purpose" cars, since the lower wheel inertias will also make the handling a lot sharper, not necessarily in a good way for non-track cars.
    For tire width, the rule is pretty much: FWD -> front wheels a bit bigger; AWD front engine -> same size or a bit more rear; AWD mid engine -> bigger rear, RWD front engine -> bigger rear, RWD mid engine -> much bigger rear.
    Correct dimensions would be about 190-210 for light cars, 210-230 sports, up to 245 for fronts on front engine track cars, for the rear you can go even to 360 on very powerfull cars.

    Aero is also a bit tricky: underbody one looses efficacy with ride height, can stall if the car goes too low and shifts with pitch and roll, so i'd reccomend not relying on it too much unless you're making a very stiff car. For most RWD cars you'd want about 3:1 Rear:Front downforce, for AWD around 1:1 and FWD may want like 1:2. Don't try to solve all your handling problem with aero: Automation only exports semi-slick tires, and aero can have quite some diminishing returns on them since they end up having too much load applied and loosing grip.

    Anyway to go back at your published graphs, for an RWD sports car the shape is "ok-ish", i'd need to know what kind of car you're trying to make before giving suggestions because there are too many variables, but the thing that's more evident to me is this: the car ha very soft springs, quite some aero, very stiff ARBs and it's quite low. I'd say try to reduce both ARBs, more the front ARB, stiffen both suspensions to at least about 1.65hz front, 1.8hz rear, adjust dampers and give it a bit more front camber and a bit more ride height. This *should* give a bit of improvement in all cases.


    I'm thinking to make a video tutorial on how to make good handling cars in automation, but it won't be too soon, in the meanwhile you can check the cars i have in my thread here and i can send you the automation copy of the file so you can see how I setup my cars.

    EDIT: BTW you can grab and drop your files into the post and they'll be uploaded here without using drive
     
    #3 hotak, Sep 3, 2021
    Last edited: Sep 3, 2021
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  4. TheWeirdPigeon

    TheWeirdPigeon
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    Thanks to the responders so far, I have adjusted my suspension as well as I can and will come back here if I need any more help.
     
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  5. fufsgfen

    fufsgfen
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    Also, sometimes exported car of Automation has totally different aerodynamics in BeamNG than what you set it in Automation, it is worth to test in Beam and see what your actual downforce at front and rear is, then adjust wings or triangles to get correct result.

    Not sure if this has been improved, but more than year ago it was so that rear lift was insane at high speeds with many body types and added wings in Automation did not necessarily have wing effect in BeamNG.

    So editing jbeam is very likely needed.
     
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  6. hotak

    hotak
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    Didn't really notice this, but it perfectly explains why one of my cars had 600+kg of downforce at rear, almost none at front, and still had terminal oversteer at high speed to the point i had to make it into a low-aero car and give the rear mechanical grip.
    Anything else i should know about the exporter bugs? I'd also like to understand if active dampers and springs are exported or not, because apparently they make cars not bottom out also in BeamNG, but now i'm not sure if it's just because exported aero forces are less.
     
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