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What was changed in the aero code?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Dummiesman, Jul 10, 2016.

  1. Dummiesman

    Dummiesman
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    4,685
    This has been driving me nuts. Anything and everything with lift or drag, even if symmetrical, makes no sense.

    The IndyCar I'm working on, it pulls to the right with 100% identically mirrored collision triangles. The new wings I added yesterday make it dart 45 degrees (left only) off of corners. With identical aero on each side :/!

    As well, the Gloster Meteor pulls to the right with mirrored and identical aero, when it never used to (and there are weird effects on other aircraft I've noticed).

    So I must ask, what changed that broke aerodynamics so badly (in the update with the 40% speed improvement)? I can't wrap my head around the way things are reacting now :/

    (My apologies if I'm being harsh, but its very frustrating that, after working for almost 2 months on a vehicle, I've noticed the drag/lift system is incapable of handling it's variants that need to be there for release)
     
    #1 Dummiesman, Jul 10, 2016
    Last edited: Jul 10, 2016
  2. DevinXXL

    DevinXXL
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    Aug 7, 2013
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    Actually, for some reason it pulls to the left rather than the right. However, for some weird reason, once I manage to countersteer so much that the car no longer has a left angle, but rather goes actually straight, it radomly darts to the right instead. It is so horribly unpredictable that, for some reason, I can't use the front wing at all anymore. Weird enough: Another front wing with more drag and lift had a quite similar problem, but it wasn't remotely as bad and it was still drivable. It's just very hard to understand what's happening.

    I remember, having worked on wings even before the steam release, that it never did that before. So something has changed and possibly broke it. I might do some testing on that, but pretty sure other than a weird workaround that makes the car drivable at least I'm not going to find a solution.

    The problem makes the car go at a 30 degree angle on straights at even low speeds with the new wings that barely have any drag or lift at all.

    EDIT: I just now found out that removing liftCoef fixes the weird sideways force. Now I have to rely on just dragCoef for tuning downforce and drag
     
    #2 DevinXXL, Jul 10, 2016
    Last edited: Jul 10, 2016
  3. Dummiesman

    Dummiesman
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    In the end we concluded this wasn't enough, and that we need liftCoef. As it stands the vehicle we are creating is not possible in BeamNG.
     
  4. estama

    estama
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    Developer
    BeamNG Team

    Joined:
    Aug 7, 2012
    Messages:
    267
    Sorry for the problems that were caused by the aerodynamics change, but it is still a subsystem that is under work. Aerodynamics is a tough problem.

    I've added an aero debug visualization in the latest version (not yet released), because we had similar problems with our aero calibration.
     
    #4 estama, Jul 11, 2016
    Last edited: Jul 11, 2016
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