Use coltris values from SBR4 hillclimb and check aero positions and sizes from this: https://www.formulastudent.de/fsg/rules/ Download pdf Page 26 and 53 has illustrations regarding aero and that rule book has other illustrations too which I think will suite our needs. I need bit more time to make rules and scoring complete, but as general guideline if you follow official rules and what is stated in first post it should not fail.
Trying to fit the Pigeon 600 engine mesh, I noticed it's quite oversized. Height and width are probably ok, but it should be at least 10 cm shorter. With that cylinder spacing, it would be more like a 3 liter engine, not 0.6 liter.
I think that 3 cylinder 600cc is really odd, I don't know any bike having 3 cylinder 600cc, there are other sizes, bigger and smaller triples, but 600cc seem to be very commonly 4 cylinder, I think there are twins and maybe singles, but can't really find triples. Snowmobiles have had 600cc triples afaik, but I think those were 2 strokes. Scaling would be easy of course. I think that 56mm piston was something like 100cc in single that run around 10 000rpm, quite short stroke. Mine seems to be 0.442 meters long, taking 10cm out would be kinda short, but given how tall engine is, maybe this thing runs smaller diameter pistons? TBH, I would like to make it 4 cylinder, but lacking modeling skills.
I was reading the rules proposed in the first post, and I saw 'no indestructible parts allowed'. Does this mean I can't make a roll cage structure? (similar to the CRD). If it is not allowed, is it possible to make a roll cage structure deform? I was thinking of making a frame/structure similar to this, is this acceptable? Also as I have never modded before I might need someone to explain to me how to actually make this structure, as I don't believe there is anything in the wiki that explains how to make this? (correct me if I'm wrong). Would I create the frame and then make a jbeam around it, or make the jbeam and create the frame around it etc.? I might make a separate thread for this if its too complicated for one person to answer. Thanks in advance for any help
The roll cage is not quite indestructible, so maybe your rollcage structure will be acceptable. Don’t quote me though.
Those are beams right there, you just need to decide where to place nodes as you probably want to use as small number of nodes possible to get proper structure and weight balance. No indestructible parts means that you need to attempt to find beam strength and deform parameters that provide realistic damage, instead going to flt_max route, that is also there to avoid possibility to use unrealistically light structures. Rollcage is pretty strong, but not indestructible and there is chassis stiffness too: https://www.code-aster.org/spip.php?article912 We run that kind of 'simplified' model 2000 times per second, something no other game does, so chassis flex is possible to simulate pretty well, but there is also the challenge, to get it right. Here are some interesting structure analysis pics too that might help to understand how nodes and beams are kinda like those structure analysis running in realtime model: http://aravindsubramaniam7.blogspot.com/ For some parts even vanilla cars use FLT_MAX and for such of course that is allowed and if whole vehicle uses that then it is just getting 0 points.
Thanks, I'll have a look --- Post updated --- Progress: After a day of drafting and doing some trial 3D drawings I have finally made something worth showing. I have made the basic shape of my frame on Sketch-Up, It's designed to fit around the pigeon engine and the common BeamNG racing seat. I'll probably also export this into Blender, triangulate anything that isn't already triangulated and use it as my JBeam. *If anyone see's any issues with it please tell me today as I will likely make the JBeam tomorrow
If we want to follow the Formula Student rules, the roll hoop being 116 cm above seat seems a bit high. I put the "Percy" driver model from p. 41-42 in my car and could place the roll hoop just under 1 meter above the seat/floor. That's with the 50 mm clearance to helmet from the lines between hoops. The 160 mm from hoop to helmet in post 24 is not correct, it's the position of hoop bracing.
been testing how weight affects cars in beamng and I noticed that while the car was on the ground weight played a huge part of handling but then I noticed that a loaded van at 40mph travelled the same exact distance in the air as a 600cc pigeon at 40mph over a jump which surprised me as this could be used in this competition.
Greater mass have greater inertia, at same speed kinetic energy is greater with greater mass, also there probably is differences in air resistance too. If you would apply same amount of energy to them, van would be slower and drop sooner. BeamNG is also physics learning tool, there is all sorts of experiments you can do to to learn a lot from physics, there are all kind of phenomenon in physics that will be surprising and it is really fun to experiment with them, you can do even 0G experiments in this game/physics tool You can for example drop pigeon and van at the same time at the same height and make them land on some other vehicles, which one will drop faster? When they land on Miramar, you can see how much more energy other one has, etc.
These little cars are quite nice also for engine swaps, while competition trim has limited engine options, no one is forbidding to go bit crazy and add few more options. One can add a buggy trim for example.
Any progress since? May seem impatient (Which I am) but I would like to start modeling some stuff as soon as I can.
Very little, it has been quite a week IRL and not had enough time for recovery, there won't be huge changes though, just need to put stuff discussed to rules etc. Sadly today not happening much, heading to bed very soon. Impatient is good, that is just sign of passion and enthusiasm