Suggestion! Do something with the tire tread, it is not realistic....only the nodes can collide. Problem.... the tires not have own friction coefficient/ friction curve, example offroad tire and slick tire have the same grip in the mud and on asphalt, doesn't matter how wide the tire is, have the same grip like the narrow tire. Idea! Add triangles to the tire tread, and write code to triangles can collide only with the ground / static objects.
i was thinking about this the other day, but i realized that by doing so, it means that on curbs etc, half of the wheel won't touch the ground as the have no flex accross the tyre, then i had an idea. i have no idea how feasible it is but like a way of limiting how deep into the tire the static can go, kinda like a depth map for mud, but that's just my 2cents.
I think the only way that you could feasibly fix this is by making wider tires have more nodes... That would be relatively resource heavy, but it would be more realistic and keep large tires such as these from going through objects like this. Also, as far as the tread goes, back in RoR (here I go again) there were settings that you could change that described how the node would interact with the ground. (you could change the friction, the drag, the contact area (large for dealing with mud, small for roads), and the node weight... now the node weight is irrelevant in BeamNG, they got that sorted out, but I am curious if they will add back in those other settings (or if it is already there and I just don't know)
that's actually not a friction bug, that's a bug causing engines to get into a torque pit, solution until bug is fixed is to hold brakes, rev engine in nuetral, then quickly let go of brakes and shift into drive (or 1st gear on manual) while continuing to hold down the gas
yep, but the wheel won't spin on asphalt with this power in real life, this wheel spinning like on snow not on asphalt. When you drive with BeamNG cars, you get really sharper tire grip sometime? always feel like the car just flow on the road. try to adjust the tire "frictionCoef":1.40 to 1.80 maybe, and try out, you never get sharp friction, you get always soft friction! I made this video, with manual transmission!
Hello there ! I had the same feeling about tires. It's like you are allways driving on snow or worst. Tyres behaviour seems ok on grass at low speed, but when you go on asphalt or concrete surfaces, it is completly unrealistic. I'm not very comfortable with the game mechanics and engine, I don't really know about nodes etc... but if we can talk about real car behaviour, here is a first example based on my little game experience and my knowledges about this subject. understeer-oversteer. Tested with grand marshal and gravil d15 Go straight forward in the game, reach a certain speed on asphalt and turn the wheels. The car won't realy turn, front tires squeak and the car will oversteer, resulting in a spin throwing you ahead, but you don't turn at all. I'm gonna check my books this evening to give you real numbers and formulas. But, this behaviour is a tipicall front traction car on snow behaviour. It appears when rear tires grip is near 0. I'll edit this message this evening and later with other examples based on other experiment (braking, acceleration, tire deformation, divert, drift...) ho, and sorry for my English.
@above Are you using keyboard to turn? If you are then of course thats going to happen, keyboards are full on or nothing so when your turning on keyboard your going full lock, go take a car to the same speed, ans try turning full lock: same thing will happen Sent from the 3rd galaxy via the talks of tapping
Good point for you !! But, with full steer, the car, FWD or RWD should only understeer (grip capacity of front tyres is over). I does ! But, as I'm not accelerating and not crushing the throttle with a 500+ hp car, there is no reason for the rear train to slip. I'll make new experiment with pad and steering wheel tonight and keep you informed.
If you guys are interested and understand french (sorry, nobody's perfect, I know), here is a study leading to an algorythm that compute maximum lateral grip for tires, depending on the surface. http://www.gipsa-lab.grenoble-inp.fr/~moustapha.doumiati/cifa2010.pdf I have to ask my father in law for his books on race and car physics. He has old books with simplified formula and goods illustrations to understand car physics. If you are still interested, but in English this time, one of these has been re-edited lastly http://www.amazon.fr/Sports-Competi...&qid=1415121910&sr=1-11&keywords="paul+frère"
i've read from quite a few people (i think gabe has said so once as well) that the way to fix a lot of the tire grip and friction problems is more numrays(or less? idk, think it's more though), but the main reason they don't is it would cause a lot of performance problems for a lot of people
I understand the performance matter. But, there is a gap between ultra realistic tires, grip, friction... and what is achieved already. I've made some other tests, High speed, low speed, RWD, FWD, 4WD, dirt, grass, asphalt. The car seems to have a good behaviour on front wheels. It goes straight if you block the wheels but the rear just look to have a lack of grip, at both high and low speed. Just an example, take the covet, toggle parking brake and make rounds. The rear of the car slip and oversteer even at 5 km/H, some kind of trick you can only achieve on snow. If I compare to my last tests at high speed, I think tires in general, front and rear, just need more grip on asphalt. An other time, it's look great on grass. - edit : another test : Braking distances are the same on asphalt, sand and grass (test with covet at 40 mph, full breaking) I need the same amount of pressure on brake trigger to bloxk the wheels on differents surfaces. Also, starting from 0 at full throttle seems to have the same acceleration on those surfaces... I' gona dig into it - Other test : H15 V8 RWD - donut Start at 0, steering full left, throttle full, try to make a donut. Impossible on any surface, same effect. I must get rid of the automatic transmission to have more precise results. The map I use is "industrial" for my tests. At high speed, it seems to be easier to get back the car straight on asphalt than on grass. One thing I can point now is, surface type has no (perceptible) effect on tyres at low and medium speed. Just a little precision, as grass grip seems ok with Covet, it is clearly too "grippy" for the H15. A RWD car should make donut on dry grass even at 2 km/h (tested and aproved at home ) (@below : thx for the tip)
if you want to mess with friction values, open the j-beam file for the wheel you want to mess with, then find "{"frictionCoef":15.40}," without quotes (and number will be way lower then that, these values are from my custom drag tires on the d15 off-road) and change the value to what you want
try this, this is just one fast modified fullsize just for testing. have 30 ray sport wheels with strong wheelPeripheryBeamSpring, and increased suspension, etc. copy fullsize folder into vehicles folder File Deleted!!!