BeamDampVelocitySplit

Discussion in 'Content Creation' started by philzilla, Jul 19, 2014.

  1. philzilla

    philzilla
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    "The velocity split is the division between using the slow and fast damping values"
    "beamDampVelocitySplit":0.15

    Is this value a location on the shock where the dampening value changes between fast and slow?



    In this specific example,
    Code:
     {"beamLimitSpring":[COLOR=#000000][FONT=Consolas]0[/FONT][/COLOR],"beamLimitDamp":[COLOR=#00ff00]12000[/COLOR]},
     {"beamSpring":0,"beamDamp":[COLOR=#00ff00]5000[/COLOR],"beamDeform":FLT_MAX,"beamStrength":FLT_MAX},[COLOR=#000000][FONT=Consolas]{"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":0.0, "beamShortBound":[COLOR=#ff8c00]0.25[/COLOR]},
    ["Node1","Node2",{"beamDampRebound":0,"beamDampVelocitySplit":[COLOR=#ff8c00]0.15[/COLOR],"beamDampFast":[COLOR=#00ff00]3000[/COLOR],"beamDampReboundFast":0},[/FONT][/COLOR]


    Just focusing on compression dampening.
    For the first 15% of the travel the dampening is 3000,
    Then after that it's 5000
    Then it hit's the bump stop at 25% of it's travel and the dampening becomes 12000

    Is this correct?
     
  2. Goosah

    Goosah
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    Damping force is calculated based on velocity, not position, hence the "velocity" in the name. limitdamp and limitspring are affected by position, dampvelocitysplit affects how much the damping affects low velocity movements vs high. On a car, you want a nice ride, so you don't want your shock to add forces for small high velocity bumps. But you want the shock to control the car, so you want lots of damping for long low speed movements. Thus many shocks have high and low speed valving, which is what this parameter is replicating.
     
  3. philzilla

    philzilla
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    Ahh shucks, I was hoping for progressive dampening values in accordance to shock position. ^That makes sense though.

    Do you or anyone else know exact measure(meters per second) the fast damp velocity is enabled. If not, no biggie.

    Also is the value for "dampvelocitysplit" just a modifier for the fast dampening and the slow damp is just the default damp value?

    Thank Goosah for the response, I appreciate the help.
     
  4. SixSixSevenSeven

    SixSixSevenSeven
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    limitDamp can be used for what you are after i think
     
  5. Miura

    Miura
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    "beamDampVelocitySplit" is the damper shaft velocity in m/s where it changes to fast damping. 0.05 to 0.15 seems to be a common range, depends also on how the damper is mounted.

    "beamLimitDamp":12000 doesn't immediately change to that damping when the beam reaches the bounds. Instead it starts adding to the damping rate at the bounds. When the beam length is 1 meter past the bound, damping is 12000 plus normal damping. That's why limit spring and damp need to be quite high to have an effect.

    You could try "support" beam type to add the damping based on position. 0 spring rate, lower precompression. I haven't tried it, though.
     
  6. philzilla

    philzilla
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    I have been tinkering with that, thank you the suggestion.



    Thank you for the heads up on "beamlimitdamp" values, I would have been scratching my head at that one for awhile.

    This "support" beam theory?
    Lets say I wanted to make a progressively dampening shock.
    I could use multiple support beams with varying values of precomp and dampening values.
    E.G.
    Precomp 0.9 Damp 4000
    Precomp 0.7 Damp 6000
    Precomp 0.5 Damp 9000
    ?
    And having multiple support beams as dampening shocks would be okay? As in they wouldn't have a say in dampening until the shock traveled through their position?

    *********************************************************************************************************************************
    Edit.
    This does not work, I've tried every a few different methods and currently there is no way to set positional dampening that has separate compression and rebound values.
     
    #6 philzilla, Jul 19, 2014
    Last edited: Jul 23, 2014
  7. philzilla

    philzilla
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    Bump for shocks2
     
  8. Goosah

    Goosah
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    The only way to get separate compression and rebound damping is with the bounded beam, but it comes with this limitation that the damping value goes from (damp, dampFast, dampRebound, dampReboundFast, beamDampVelocitySplit) to (limitDamp, limitDampRebound) over 1m, as mentioned. But you can put multiple beams together with different bounds, so one that is always using the base damping values (because it stays inside of the limit range) and one that has 0 for the base values but has limit damping values. You dont get fast/slow control at the limits but you have directionality.
     
  9. Goosah

    Goosah
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    Yes that's exactly right, its a linear progression up to 1m past it, so you would do exactly as you suggest.
     
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