Suspension characteristics

Discussion in 'Programming' started by BenediktBjorgv, Nov 27, 2022.

  1. BenediktBjorgv

    BenediktBjorgv
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    Does anyone know if there is a way to access and change the behavior of suspension components in the BeamNG physics Engine?

    In the game, the adjustment of dampers behavior is based on a single parameter and therefore the physics engine presumes linear characteristic in the dampers, which is not how they behave in real life.
    Same applies to a spring, if they are of a progressive type.
    For the physics engine to work as in real life, the damper characteristic needs to depend on damper rod position and speed, which seems not to be the case at the moment.

    Is there an access to change the behavior of suspension components in this manner in the game engine?
     
  2. LucasBE

    LucasBE
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    Suspension changes can be made via .jbeam files. They should be in the vehicle's folder under the name "VEHICLENAME_suspension_r/f.jbeam".
    BeamNG uses soft body physics which means that the dampers are just a single line (beam) connecting two points (nodes). The type of beam used and its properties define how the suspension reacts.
    Here's the documentation page for beams : https://documentation.beamng.com/modding/vehicle/sections/beams/
    Most vehicles use simple dampers which account for fast and slow damp and rebound settings. Some newer vehicles use adaptive dampers that change actively based on the vehicle's driving mode.
     
  3. BenediktBjorgv

    BenediktBjorgv
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    Thanks for the answer.

    Could you tell me what cars use the active dampers?
    Is it maybe the SBR?
     
  4. Jackets64

    Jackets64
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    I can almost guarantee that the Scintilla and the Vivace use active dampers, look into the Bastion and the SBR as well.
     
    • Agree Agree x 2
  5. KennyWah

    KennyWah
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    I wonder if the K-Series stuff does as well. I didn't look at the adaptive/ect suspension stuff at all.
     
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