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Discussion in 'Land' started by Raider, Feb 28, 2020.
Think you put this on the wrong thread
I'm really excited for this one, I only recently started to get into F1 and it is honestly an amazing sport and I'm so excited to drive the newer 2022 model in BeamNG when it's finally released.
this thread is for the sole purpose of discussing Raider's currently work in progress formula 1 mod, not for posting random screenshots of other people's existing formula car mods.
Ok e understand now tenks
how long you got left?
first of all, THIS LOOKS AMAZING. where can i find a download link? I've been looking for an F1 mod for BeamNG for a while but I couldn't find any as realistic as this one. Where can I download?
The mod isn't completed yet, so there will be no download link until he finishes it
I wish i could download it too but at least i dont ask for it. I just wait because i know that if i dont beg, he will be quicker with finishing it. Might wanna try the fr17 if you want an f1 like experience
This is one of the coolest vehicles I've ever seen.
A longer way of saying ''wen relez''
Yall need to stop necroing this thread
A what now
I know i'm replying to an old post and you may already have figured out how to handle lighter elements, but just in case i wanted to give you a bit of insight that might help:
Since BeamNG's physics solver is running at 2000hz (pretty impressive BTW), it can only correctly reconstruct frequencies up to 1000hz.
The resonant frequency of a mass-spring-damper oscillator is not strictly dependent on the damping, but only from mass and spring stiffness, with lighter and stiffer objects oscillating at higher frequencies.
You can (overlysimplifying) view each jbeam "link" from body to wing extremities as its spring stiffness making all subsequent nodes's masses oscillate.
This makes me think three things you should do:
- Move most of the mass from nodes close to the body to the ones close to the extremities (this will worsen a bit the car's inertias, but i think the benefits will show, and you can try to compensate with moving body nodes weight more to the center)
- Make the links less stiff the more you move to the outside of the body, since they'll have less mass connected to them
- Make everything that's not a wing and not supporting one with as low stiffness as you can, for the wings go for very high damping and slowly increase stiffness untill they can support themselves at max downforce and speed
you can also use the oversemplification i used to calculate the resonance frequency of each link and approximately calculate how stiff you can make it before reaching 1000hz, and then calculate the relative critical damping and use it as the damping number
Wow, with this knowledge and creativity you could make your own F1 car!
If only i was also able to do decent 3d models .
I'm a simple AI&robotics engineer, not even specialized in mechanics, I might be able to help some modders on some kinds of issues, but am clueless on how to make my own mod, I think i'll keep doing automation cars and maybe someday learn how to make them have a custom hybrid engine and transmission
The thing i can mostly help with are the ones linked to how the physics solver works and some basic knowledge about suspension architectures and setups thanks to a "vehicle system dynamics" exam I did, for wich I simulated in matlab/simulink (numerically, just graphs and no 3d model to show) an 11DoF motorcycle with a custom brush tire model (I think somehow close to what Beamng uses, for sure the same kind as the two NFS: shift games) and some active aerodynamics. But that was a "rigid body" simulation, so not everything i know can be directly applied to the much more advanced BeamNG soft body physics engine.
can i have the link to the formula r group?
sheesh nice fr2x