As of 0.18, the traction control compare diagonal opposed wheel, i.e FL to RR and FR to RL wheels, which is incorrect because the TCS will not work when both of the diagonal wheels lose traction that is quite common in both front and rear open differential vehicles such as the eSBR. look into the "D:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive\lua\vehicle\controller\esc.lua", note these in line 997 to line 1000 Code: --TCS crossWheels[frontLeftWheelId] = rearRightWheelId crossWheels[rearRightWheelId] = frontLeftWheelId crossWheels[frontRightWheelId] = rearLeftWheelId crossWheels[rearLeftWheelId] = frontRightWheelId To solve the problem, edit them to Code: --TCS crossWheels[frontLeftWheelId] = frontRightWheelId crossWheels[frontRightWheelId] = frontLeftWheelId crossWheels[rearRightWheelId] = rearLeftWheelId crossWheels[rearLeftWheelId] = rearRightWheelId Then the problem solved The Hirochi Sunburst Sport S AWD has a viscous tansfercase that is FWD unless wheelspin, and both the front and the rear differentials are open diffs. It can now pass AWD test that only one rear wheel has grip.
Hey, I appreciate you're poking around in the game files. However, this approach is in fact less "correct" than what the game ships with. The traction control is optimized to correctly control the vehicle under hard acceleration, which is something you lose this way. Looking at diagonal wheels for detecting slip is something that is also done IRL and it works very reliably unless you run into something that can make all 4 wheels slip equally fast (like the eSBR). This sort of torque can't be controlled correctly with this kind of control logic, which is why the new system I'm developing is using something more advanced most of the times.
Thanks for your reply, I understand this. It should use both of the logics. Speed difference between FL-RR or FR-RL wheels are too large → reduce throttle Speed difference between FL-FR or RR-RL wheels are too large → brake the faster wheel.