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Tyre and rim weights

Discussion in 'General Discussion' started by MarkosRuiz, Jul 28, 2020.

  1. MarkosRuiz

    MarkosRuiz
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    Joined:
    Oct 28, 2017
    Messages:
    349
    Hello folks, i'm modifying some original wheels for my 200bx V10 mod and I saw that removing the 225/40 R17 front race tyres gets rid of 11kg and the wheels weight 45kg (both front) that's 22.5kg each, that's a lot considering they are an Okudai type so they're supposed to be light. My M3 wheels on real life are 12kg each (with tyre) and they are also 17 inch.

    As far as I can tell you can notice a difference in real life between heavy and light wheels, specially in inertia.

    Is this also simulated in BeamNG? If so, it would be nice to try and reduce those 55kg to 25kg or something like that.

    Thank you very much!
     
    #1 MarkosRuiz, Jul 28, 2020
    Last edited: Jul 28, 2020
  2. TrackpadUser

    TrackpadUser
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    Joined:
    Aug 24, 2019
    Messages:
    468
    For the most part it's an engine limitation of beamNG, which AFAIK is related to the 2000hz physics engine refresh rate. There's a limit to how light nodes can be vs how rigid you can make the beams linking those nodes together. If you make a beam between tow nodes too rigid (too high beamSpringValues), you end up with instability issues, with the stress in the beam going up rapidly on spawn and causing the wheels to literally explode. The higher the weight of the nodes, the more rigid the beam can be.

    Wheels and tires are pretty node dense, since they need to be circular enough to function as wheels. This, combined with the previously mentioned limitation, means that it's going to be difficult to make a wheel that is both rigid enough to not be wobbly, and light enough to match the real thing's weight. Since the issues related to the lack of rigidity are a lot more obvious than added unsprung mass, they chose to go with wheels heavier than IRL but with enough rigidity.

    You'll see the same issue in general with a lot of the suspension and steering components in beamNG, since they needs to be decently rigid to avoid averse handling issues, meaning the weights often need beefed up above the real weights. The sunburst steering rack for example is nearly 20kg, to make sure the tie-rods and the steering rack itself are rigid enough that the tie-rods don't "flex" too much in a way that would make the steering unresponsive and affect handling negatively.
     
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  3. Goosah

    Goosah
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    Global Moderator
    BeamNG Team

    Joined:
    Aug 30, 2013
    Messages:
    790
    You will find the rim node rings somewhat overweight and the tire nodes underweight. This is due to some limitations as mentioned above. Shifting some weight from the tire radius to the wheel radius reduces rolling resistance and wheel expansion. We don't consider the axle nodes as part of the wheel weight since it isnt rotating, we consider it part of the hub. So I'm not sure how or what wheel you measured but excluding the axle weights I dont think any of the 17in wheels, aside from maybe the 6 bolt off road wheels, come close to 22kg.

    Its even further a bit complicated because to simulate the brake disc inertia we also have to add some weight to the wheel rim nodes, and, tires do not have all their weight at the tread, some is at the sidewall and bead, so a little bit could go to the rim nodes for that reason too. Its not a perfect system as we have to make a judgement where best to distribute the mass. So its not totally correct when you try to split the components and look at them individually
     
    #3 Goosah, Jul 28, 2020
    Last edited: Jul 28, 2020
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