Hi A curious question, would it be possible to implement the BOSE suspension system in BeamNG.Drive? Video that shows it: Would be rather interesting to see if it could be implemented in BeamNG. I don't have the knowledge to do it myself, but just wanted some theories about it's possibilities. // Daga
I don't know if spring rate could be adjusted on the fly by a lua code, but maybe. That would be same with all active suspension systems, I'm not sure if such are planned by devs though, but they might have designed system so that it would be possible to implement by a modder.
The roll stiffness would be really easy, just add unrealistic anti-roll bars. The only issue is the suspension traveling without affecting the car body.
I guess you could call it fully active suspension and that in itself might be possible but it would take a while to code in and I guess some modders out there could do it but it would need an "AI" aspect of it to keep the car level at all times its a lot of programming and its doable but is it possible I am not sure as of this time
Nothing more than Bose did for their suspension AI logic and that was done close to 20 years ago, so piece of cake today, right? Bus has actually adjustable spring rate as it can lower and rise, so definitely possible to do, using same system as bus uses, but instead of running by pressing key, it needs logic that reads some sensordata and adjusts suspension accordingly. First step for doing that would be probably keeping bus level at hill, there is pitch and roll UI apps, so that sensordata must be available. Harder part would be to get suspension to loosen up fast enough when hitting bump, but for sure it is possible. Certainly fun project for some automotive engineering student as that would probably work as a study project. Maybe even for robotics engineering as with robots you need to be able to do logic (AI these days) that auto levels for stairs etc. There are no other game that allows such, BeamNG is incredibly cool in that.
I've been working on a car with active suspension similar to the Bose system, though it's not quite as good yet. It has a lua controller that changes spring rate of precompressed beams every physics step. It uses data from vehicle sensors (pitch, roll, accelerations) and spring lengths. After finding the Generic Profiling Graph app for tuning, the ride is smooth in most situations. In small sharp bumps it's still worse than a normal soft suspension, probably because it needs smoothing for some inputs or it will vibrate. It even had the jump feature, not on purpose. Wrong sign on heave damping made the car hop around while staying perfectly level.
Nice to see some replies to this topic And seems like it is doable with enough skill and time. Really interesting
I would take a different approach if I were you. Make the body and the suspension two different entities, and have them attach like a truck and trailer. Then make the car body levitate above the ground at a set height, while keeping the suspension normal. then, make the suspension driveable, and configure the camera to focus on the body. Presto, you have yourself working Bose Suspension!!!
Well, it’s cool, but Bose suspension was never really implemented in any vehicles on a mass production scale. The one place it could be used that would be realistic is something like the Wentward’s drivers seat, or if we get a newer semi eventually in that, as Bose did actually put that tech into those areas.