Now with individual Front/Rear brake and Gripping Wheels support for tweaking.
I will say, better behaviour, more smooth/precise/predictable, now with brake control i can drift around objects more close to them.
New code version:
The actual code is a mess and i dont know if using “setBraking” is a good idea, but seems to work as intended.
@lazybitgames , Btw, wonder if there is any chance to add it properly inside the “FGearArcadeAssits” component as: “DriftAssits: Brake”, maybe as experimental feature?
Realized there is some bug in the code with the Wheels due in one side i put all Front and in the other all Rear i may update the code later if i can fix a weird behaviour.
It seems the car behaviour is not the same if turning left or right, using FWD one for my tests. Seems is not problem of my code due it happens even without braking, just it makes more evident. Btw i guess i should add getKMHspeed from wheels to the formula to be sure all wheels gets the desired brake in all scenarios.
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Edit: I did some debug and found that if i set Differential Strength to 0 instead of 0.5 the problem is fixed ¿?, now the behaviours turning left/right in all scenarios is the same. But in the moment i set 0.5 again, on turn left the front left-wheel(no gripping wheel) gets to 0 speed, but if i turn right, with the same setup/conditions, the right wheel(no gripping wheel) it stays at max as it should ¿?.
I’ve also noticed differences when turning left, when changing some of the Axle setup Locked/L-S-D etc. this also changed it so as you mention must be some bug?
I also detected a small difference between left/right steering too but in my case it’s not related to differentials, the tire model has asymmetric inputs(the default attributes for the tire96 and mf61 models generate asymmetric curves) and when I checked “Force Symmetry” option in the tire model the problem was gone.
I see, good to know, i remember tried that too in one tire model i have cloned for testing but maybe due the differential strength + other stuff not worked. Im guessing the differential strength may be not the problem but magnifies it due his behaviour.
I will try again all that, because i also found that the FWD which is the one im using for tests , the block primitive used for mass in physics was a bit missplaced to left so i had to add some correction which helped a bit. I mean here:
I had some bad behaviour on turning+braking without accel that makes the non gripping wheels from rear axel block.
Got fixed setting ABS to 60(before 50), which i can understand due ABS avoids locking wheels on brake.
But other thing, no idea why, was setting 20 at: Front Anti-Roll Power.
Checked the FGearVehicle to know what it really does and seems it gets suspension compress ratio, then sets a springCoeff+Modification.
So, what it exactly does that SpringCoeff? and Why it helps to avoid rear wheels lock on braking ¿? Any idea? Because i want if possible let ABS to 50max and without antirollbars, but cant understand why just that one blocks on cornering+braking.
first of all I do not recommend using the standard antirollbar feature, it stiffens/softens the suspensions based on the vehicle’s balance but I didn’t observe much effect on the overall cornering performance of the vehicle. there is a separate antirollbar effect in arcade assists which is more effective but at the end of the day it makes the vehicle more arcade. so if you can get away with not using standard antirollbars then skip it.
Ok, removed, increased the front wheels spring from 40 to 50 and seems does the same fix.
If Front/Rear antirolls on Vehicle are not recomended, to avoid future usage i think for next update better remove that 2 sliders.
Still not understand 100% why this fixes the wheel block, my guess is due cornering, the non-grip rear wheel is the one with less contact on asphalt(load), so on braking + friction torque (and other possible stuff) makes it lock.
Then giving more in front makes the car swing less on cornering, producing more load in that specific wheels.
After some debug i found the problem is “Steer Input Gravity”.
This is the car chassis behaviour difference between 1 and 6, just that change.
This is with Steer Input Gravity:1
The movement is smooth/sync with the car, all as expected.
This is what happens with Steer Input Gravity:6
I feel the car chassis movement / suspensions is wrong/erratic.
Tried with suspension default values and other and cant get that car chassis smooth swing.
I know the car direction / steer changes fast, but suspension/car chassis should adapt and be smooth, but instead is like gets locked/paused and changes like if hits some limit/clamp ¿?.
Will continue tweaking values like the ones you mentioned, if other let me know.
it looks ok to me, with high steering gravity you can swing the steering angle very quickly but the body can not respond that fast due to its inertia, if you lower the overall inertia then it would respond fast but it’ll be quite unrealistic and feel like a toy car.
I need to do more tests and pass all values from lst version, but on FGear 1.6 and steer gravity 9 the feeling is much better than on 1.82 and steer gravity 5. The suspension and car swing not gets paused and on counter steer it does the swing from load to lef/right wheels more smooth. I will update when complete all tests.
Appreciate all the tests your doing Davit, I’m sure the gems you are finding will contribute to @lazybitgames performing some updates if possible for 5.5 if he deems them to be needed.
Was unable to add exactly the same params due in 1.6 some are missing, also this is 1.6 in 5.2.1, got some warning to “build anyway for 5.2” and still worked.
If you compare you can see how the chasis this time moves/swing smooth without pauses between counter steer and reacts better to what is happening. So i wonder if the problem may be the new suspensions or some new feature/params added not works as expected.
Well, looking 1.6, it not had even line/sphere/convex options. Im may try later other versions to see if i can catch where the suspensions got weird. Also im gonna try in last version set default values in some params that are not in 1.6 to see if maybe one of them is messing with suspension/chassis.