In the game we are given certain percentages for what we want the Long/Short compression/rebound to be set too. In real life, when the piston is compressing from the top out zone to the bump zone, initially all 3 valves are being used, until they are passed by the piston. Thus my question is: is it modeled that when all three valves are being used that all three percentages are used? Or is it that only the valve next in line that the piston passes that gets regulates the flow of oil. Vise versa, when the piston is rebounding from the Bump zone to the top out zone, before the piston passes both valves, are the percentages in how much oil flows through them combined or is it just the short bypass valve percentage, and then the long rebound percentage after it passes the short valve. This can affect things such as being able to have strictly high compression dampening when the piston is closing from the top out zone, and low compression dampening when the piston is near bump zone (for instance if you had long compression set to 90% flow and short compression set to 15% flow, in which case while the piston is in the short rebound zone it has only 15% flow despite also being in the zone of long rebound which is 90%), which is completely backwards to how it would be able to function in a real setting. Whereas, if the percentages were modeled to be combined it would be 105% (90% and 15% combined) until it passes the short rebound valve where it then switches to 90%) If the piston was closing from the top out zone to the bump zone, and I had the long compression set to 90% and the short compression set to 20%, would the oil always flow through the long valve even though it is not the closest valve to the piston? Or is the game mechanic where it flows through the closest valve corresponding to the relative position of the piston?
Here's what it looks like in jbeam. This is from a mod, but it's effectively a copy paste of the dunekicker's shocks. The bypasses work by changing the speed at which the dampers start damping (below that speed they have 0 damping), with more bypass resulting in more speed required. This is the "beamDampVelocitySplit" parameters. At that speed the damping goes from the regular "beamDamp" values, to "beamDampFast". Same with rebound. Depending on the zones it does add the bypass variables together, meaning that within the short compression zone for example, all 3 compression bypasses will have an effect.
Based on what I got from my experience with BeamNG Bypass Damper Jbeam in the past week this is what I got from it as well. I second this.