Solved Total Drag Coef. of vehicle

Discussion in 'Mod Support' started by aljowen, Feb 2, 2021.

  1. aljowen

    aljowen
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    Is there any way to find the drag coefficient of a vehicle in BeamNG? Or just total drag itself?

    For example, if I were to drive at 60mph/100kph on flat ground, I would want to know the total drag forces acting on the current active vehicle?

    I can kind work around the issue using engineDebug app to find wheel torque, but its a bit of a kludge.

    Lift/Downforce per axle would be useful too, although not as important since tyre debug app gives mass acting on each wheel.
     
    #1 aljowen, Feb 2, 2021
    Last edited: Feb 2, 2021
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  2. TrackpadUser

    TrackpadUser
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    I'm not sure if beam could directly give you a drag coefficient that would be useful for comparison to RL cars, due to the way drag works with occulted triangles, meaning the reference area might end up being double that of a similarly sized car IRL.

    What might be interesting though, and I imagine are numbers that beam can get, is the total aero forces on the X, Y and Z axis. Using that you could probably get the drag area? And compare to RL cars that way.
     
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  3. aljowen

    aljowen
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    It would need to take an orthographic projection of the cars triangles in order to get the surface area of the vehicle.
     
  4. angelo234

    angelo234
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    I found a way to get the total aero forces for the vehicle and downforce on axles.
    • Open up the world editor (F11)
    • Click on "Tools" -> "Vehicle Editor"
    • Inside the Vehicle Editor UI, click on "Apps" -> "Debug Apps" -> "Aero" -> "Aero Debug"
    To display the axle aero forces, you need to configure the "Axle Configuration" section which is pretty straightforward (match the wheel name with the wheel name it wants), and press "Set Wheels". Hope this helps :)
     
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  5. aljowen

    aljowen
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    Yes, that is exactly what I was looking for, Thanks :)
     
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