WIP RedTec "Bandicoot" Kart

Discussion in 'Land' started by Red Sun, Mar 16, 2024.

  1. The Average Miata

    The Average Miata
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  2. NotGordonFreeman

    NotGordonFreeman
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  3. Red Sun

    Red Sun
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    Thank you, but your image seems broken for me.


    Well, when its finished and ready to release i will push to repo, hope it gets approved!


    This mod looks quite nice and has a lot of options, but not the options i've been looking for - like mass-production rental karts or FIA certified ones.
     
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  4. nachtstiel

    nachtstiel
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    Yep. It has features reminiscent of mass produced karts and is intended to handle like one, but it's twice as heavy due to being made of cheap steel pipes.

    I made the welded front suspension to mimic FIA karts after attempting to make one of these and failing miserably.
     
  5. Red Sun

    Red Sun
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    Appreciate your reply!
    Mimic IRL or in-game?
    I'm reworking my frame jbeam and suspension now and have quite a good progress; tho, it still has to be cheated in some way (i kinda know the way) as jbeam won't let me make kart that light, because of limited minimal node weight, and node count should still be relatively high so it has good collisions, behavior etc etc.
    If you have some tips related to kart building I'd appreciate it too.
     
  6. nachtstiel

    nachtstiel
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    It's an attempt to mimic the IRL performance of professional race karts with the limitation of being more than double the weight.

    Something I didn't try when I was making my attempt at a real race kart was using rails and torsion beams. The rails will add a ton of rigidity to your frame while allowing you to reduce the number of rigidity beams and the torsion beams will allow you to add the frame flex without needing additional nodes. So a simplified frame diagram would look something like the below image where the black lines are standard beams, red is torsion beams, the blue circles are rail cap nodes, and the green are slide nodes. Since they are all connected, the slide nodes will not move on the rail unless the beams are deformed or the node either deforms or breaks from the rail.

    Sorry, mixed up structures. This ladder shape would work best with rails.
    frame.png

    The torsion beams are very sensitive to changes in value, so it could take a lot of tweaking to get values that add the required rigidity while not exploding in a crash.

    Using both of these will allow you to reduce node counts, which will allow you to make the nodes heavier and give you a ton more wiggle room for error on the beam values

    I have those on the backyard kart if you need examples of low-weight beam values

    If you wish to fully use both wheel and tires instead of just a rubberized wheel, prepare for a lot of headache. If you want beam values for small lightweight wheels, I have an update in the works that significantly improves them over the public version and I can pass those values to you if you'd like.
     
    #26 nachtstiel, May 18, 2024
    Last edited: May 19, 2024
  7. Red Sun

    Red Sun
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    I'm way too much in the frame i'm using now, so no ladder structure - at least for this frame; about wheels - please share, I'm about 50% satisfied with what i currently have (full pressureWheels setup with separate tires), but certainly it can do better.
     
  8. nachtstiel

    nachtstiel
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    okay, cool. I have attached a jbeam file with the racing kart wheels and tires I have now. They are tiny at 8 inches tall and 6 inches wide on the rear and 4 inches wide on the front, but the values should scale well for larger and similarly weighted wheels. The friction values are based on tires used by racing karts designed for Formula Student racing
     

    Attached Files:

  9. Musicman27

    Musicman27
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    If I recall, the welded suspension did not play well with any type of terrain change in your backyard cart mod.
     
  10. nachtstiel

    nachtstiel
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    It does, but that's due to it having almost zero clearance. if you change the offset or use larger tires, it removes the issue.
     
  11. Musicman27

    Musicman27
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    I think the default welded configs have that issue.
     
  12. nachtstiel

    nachtstiel
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    It is intentional and an unfortunate sacrifice to counteract the high center of gravity. In order to prevent flipping and to improve handling, I had to set the frame basically on the ground
     
  13. XZ_99

    XZ_99
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    Can you make a diesel version and offroad version?
     
  14. PantherThunder22

    PantherThunder22
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    its... a kart...
     
  15. nachtstiel

    nachtstiel
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    If you want that, just use the backyard kart
     
  16. XZ_99

    XZ_99
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    Ok
     
  17. Red Sun

    Red Sun
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    Long time no see!
    Here's fresh highlights about kart (no, it's not abandoned)!
     
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  18. nachtstiel

    nachtstiel
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    After watching the video, It could be that the speedo is reading zero because it believes the front wheels are spinning backward. Have you tried reversing the wheelDir is the wheeldata?
     
  19. Red Sun

    Red Sun
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    I didn't really dig into that, i bet i just randomly set the wheel speedo is reading speed with when figuring out how the wheels-axles-drivetrain work, it should be easily solved.
    And yes, i realized few days ago that front wheels are spinning "backwards", need to fix that too.
     
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  20. nachtstiel

    nachtstiel
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    I get that! I did the exact same thing when I started the backyard kart. When your front wheels wiggle, is it the whole hub, or just the wheels? If it is the wheel, I would recommend taking a look at torsion beam geometry for steering rigidity on vanilla cars.
     
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