I'm making a race car for the game, but I am having an issue where after taking only a few bumps from places like the apexes of Hirochi Raceway, the rear tires generate excessive toe. I greatly increased the beamStrength and beamDeform on the rear toe arms, but that didn't change the severity of the issue at all. I'm thinking it might be from the excessive force on the rear suspension when the high-torque engine powers the high-friction-coefficient tires after spinning freely in the air for a short time, and then contacting the ground, but I'm not sure. I don't really know how to go about debugging such an issue either. It does appear to be happening when the car hits bumps, but why that is, is a mystery.
UPDATE: I've noticed that the rear differential seems to be getting heavily distorted for some reason, causing the issue. Here is what the rear differential should look like: Here is when the issue is in a minor state: Here is when the issue is serious: I see that the beamStrength on the rear differential is "FLT_MAX", which I assume to be the maximum value for the floating point data type that is being used, so no point in making that higher. I tried making the beamDeform higher (not actually sure what that does, but it didn't seem to affect anything), and I even turned the collision to false. None of this helped. I threw on wheels that were originally on the 200bx to see if that was the issue, but this did not affect the outcome in any noticeable way either.
beamDeform is the force needed to bend the beam, beamStrength is what it takes to break the beam. FLT_MAX for strength makes it never break, but it can still bend easily. Try looking at your stress debug beam visualization, if you see beams around the rear suspension freaking out flashing red and blue, that will tell you that the area is unstable (which is my guess is the problem). This tends to be a problem with insane clutch torque (because the torque reaction nodes are there), extremely high damping on the shock aborbers, or beamSpring/beamDamp too high on suspension beams.
Turned on the stress debugger, and the whole underside was flashing just like you thought. I had a look through on the rear suspension, and it seems like I added an extra zero or two to the beamSpring value for the rear anti-roll bar, and deleting them seems to have fixed it. It must have been really pulling on on the model during the stress of racing. Thanks!
Did you try to lower your beamDeform only? something must be too rigid if it causes the whole frame to bend