I made a few variants of an Automation car that I am quite proud of. However, one issue is that it will lose control at high speed (~125+ mph/200+ kmh) if the steering is touched, leading for it to be almost undriveable on many circuits. I have read somewhere that the cause is the default toe setting is not perfect and leads to many instabilities, and I have no clue how to fix them. Could someone diagnose the problems and potentially fix them, if not at least inform me how?
Sadly, your cars are not easily fixed, they would either need to be made heavier to have stupid amounts of downforce or grip. Any of the three will alter the performance and characteristics of the cars.
Possibly related to this: https://www.beamng.com/threads/is-y...ecially-at-speed-intro-to-aerodynamics.56379/ Automation exports cars without all aerodynamics, so sometimes with some car bodies you might have whole lot different aerodynamics than what you designed for, that is issue/limitation within Automation exporter.
The weight on the rear tires does increase, and more than the front. I have no idea what causes it. Could the shape of the car potentially cause the rear aero to not function properly?
Some car bodies has been working better and some much worse, I'm not sure how their latest improvements have changed aero. One possibility is that you get enough much downforce at rear that suspension gets fully compressed that can make rear end loose grip. I would need to find time to test them properly to be able to tell much more. --- Post updated --- Removing rear antirollbar seems to help a little. Rear springs are quite soft, might be that stiffening up rear springs and damping helps, also reducing rear antirollbar might help too. That was with model iii With model i I think there just is too little downforce, there is only 20kg or so increase on rear tires at near top speed, you would need a lots more for car to be stable, so when accelerating there is more weight on rear, but if lifting throttle up, rear becomes quite light and any turning makes car spin.
In Automation, version I has 400 lbs of downforce on the rear, but clearly that doesn't carry over very well at all.
Yeah, you might need some jbeam edits to make it handle then. Also I did not check how weight distribution differs, sometimes Automation has hugely different weight distribution than what is in BeamNG. I kinda lost interest of making fast cars in Automation because they take lot of time to fix to same specs as they had in Automation, because exporter has it's limits, but it can be nice way to learn how to make mods for BeamNG as same files and codes are needed with any mod for BeamNG, so it is well worth to learn editing those cars, it will allow building more in future.