WIP RedTec "Bandicoot" Kart

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

  1. Red Sun

    Red Sun
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    I have some workaround for suspension wobble at the moment, but it needs a better system. I know exactly why it has a lot of wobble, and I'm afraid there's no better solution than rigidifier nodes. Right now I'm spawning wheels and their attachment beams with 0.95 precompression, which definitely helps with rigidity, but not with the suspension tuning, because whole geometry gets messed up and range values for caster/camber/toe need to be adjust (i.e. without precompression, starting camber is neutral, but with 0.95 it starts very positive and my regular tuning range can't get very much negative within range).

    Also quick question: what's normal fuel tank volume for karts? I guess it's 2.5 to 5L range depending on the kart?

    Also another point is that i cannot get torsionHydros to work to implement a correct steering link. It is now as the usual steering rack made with beam hydros, but it's just not a correct solution.
     
  2. nachtstiel

    nachtstiel
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    You have the torsion beams set up already?

    I can't say for sure, but what I can find lines up between 2.5-8L, but 2.5 is most commonly used.

    Yeah, the steering articulation is one point that made me stop working on my dedicated racing kart. You could try a torsion hydro for the steering. In this picture, The green is the torsion hydro, the blue dots are the nodes. The basic idea would be to hold three of the nodes still, then the one on the bottom right could rotate around the axis of top two nodes.
    steeringidea.png
    Here is example code for a torsion hydro that I got working on the backyard kart
    Code:
    
        "torsionHydros": [
            ["id1:","id2:","id3:","id4:"],
            {"beamPrecompression":1.0, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
            {"spring":2000, "damp":0, "deform":"FLT_MAX", "strength":50000},
            //steer3 is the tierod connection, steer and steer 2 are the steering column, and ref is a central frame node
    ["steer3", "steer2", "steer", "ref", {"factor":-0.57,"steeringWheelLock":570,"inRate":5,"outRate":5,"inputSource":"steering_input"}],
    
        ],
    
    The Spring value on this one is just barely within stable values for the backyard kart as I have not done any extensive testing. The factor would need to be changed based on your steering geometry

    Here is a quick video I made to demonstrate its function. The steering on the backyard kart is inverted from normal karts, but the function will be the same:

    EDIT: Made it function. The rear tierods on the front are not jbeamed, so the front steering articulates like a normal kart
     
    #42 nachtstiel, Aug 21, 2024
    Last edited: Aug 21, 2024
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  3. Red Sun

    Red Sun
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    I had it set up but had to mop them up for working steering with regular hydros.
    Will try again tho, geometry allows it.
    NB: Your YT link doesn't seem to work...
     
  4. nachtstiel

    nachtstiel
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    Fixed the link.

    Yeah, working with such light vehicles is like playing a game of cat and mouse where you chase down one problem and it makes another. Then something clicks, it works, and it's the best feeling.
     
  5. Red Sun

    Red Sun
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    I figured it out. Both steering links and speedo.

    Honestly, I'm lost on the links. I did it the same way as previous time; now they work, then they didn't. This is the part i dislike in jbeaming lol.
    upload_2024-8-21_19-45-33.png

    Now time to reinforce everything and start adding features.
     
    #45 Red Sun, Aug 21, 2024
    Last edited: Aug 21, 2024
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  6. nachtstiel

    nachtstiel
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    Definitely, if the vehicle is very light, you could have had the damping too high by like 2 and it could explode.
     
  7. Red Sun

    Red Sun
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    Some pics of stuff work-in-progress, however there's still a lot to do



    upload_2024-8-23_11-48-40.png
    upload_2024-8-23_11-49-13.png upload_2024-8-23_11-50-1.png
     
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  8. mondello78

    mondello78
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  9. Red Sun

    Red Sun
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    Thanks for asking and patience to everyone who is still waiting.
    There wasn't any progress, tough to explain but currently project is on hold.
    I still have all the files and intentions to continue and finish it, but life circumstances turned 3-week project into what is almost a 1-year WIP. I will continue working on it as soon as i can.
    Cheers!
     
  10. mondello78

    mondello78
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    thank you for not deleting it and saying that it will continue :D
     
  11. Red Sun

    Red Sun
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    I'm interested in karting myself - kinda :)
    I just tried to pick it back, done some testing and realized that first problem i didn't resolve still is kart spawning backwards.
    I already checked reference nodes before and still can't figure out what the problem is. "Insert" respawn flips the car around. Very frustrating, think gonna start from here. Frame rigidity is not enough, however there are still beams that break on spawn under certain circumstances.

    Next set of features to fix/add will be: reference nodes fix, probable rigidity rework, UV and textures for the basic version of the kart.

    UPD: I had wrong beam geometry (wrong axis direction) hence spawn issue. Was fixed, crisis averted, development back on track... Somewhat!
     
    #51 Red Sun, Feb 21, 2025
    Last edited: Feb 21, 2025
  12. mondello78

    mondello78
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    yeaaaaaaaaaaaa lets go ;);)
     
  13. Red Sun

    Red Sun
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    photo_2025-02-24_14-37-48.jpg

    Well, I can say - something is happening.
    For now, refnodes issue has been fixed and kart spawns in proper direction.
    Frame rigidity undergoing tweaks and some new functions; at the same time, there are still stability issues - some beams deform on spawn without system (but they are in the front and it affects steering a lot, toe and steering zero changes), and one particular node/beam still keeps breaking on spawn - without any system as well.
    This might lead to more deep rework and that might come in future as now I am focused on doing two things: unwrapping and texturing the baseline trim. What you see on image is just a "first stroke", there's more to it that i show (hehe) but process is not very quick anyway.
    After I'm done with texturing basics, I will look deeper into frame and suspension to resolve issues and if I'm happy with the result, I will probably post alpha release for testing purposes and general evaluation.
    I try not to fix on adding new features and parts/skins as I already have a wide scope, but there are still some things I'd like to implement before I can give it to public so this anyway will take time - even if i stay on track with this project which is uncertain. Have fun ladies and gents!
    P.S. I accept specific requests for future of this kart mod, if you have anything interesting and reasonable - comment this thread, don't be shy!
     
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  14. nachtstiel

    nachtstiel
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    Have you tried using the advanced debug options in the world editor? They let you tweak the value ranges for beam stress, deformation, and others so you can get a better look at how the beams are being affected. It helped me narrow down which beams were causing issues on the backyard kart.
     
  15. figs074

    figs074
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    Is the LO206 engine planned?
    --- Post updated ---
    Also, dirt karts and grass karts, popular in Australia and NZ
     
  16. Red Sun

    Red Sun
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    Yes, ofc i do. Limitations on node weight vs stress resistance... Always same problem with a thing that small. Still, it's not that bad, I will find a workaround sure.


    It wasn't, but I'll take a look into it.
    Dirt/grass karts are not planned at the moment.
     
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  17. figs074

    figs074
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    Alright. Good luck making the mod mate, looking forward for it!
     
  18. mondello78

    mondello78
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    hows i going any new info?
     
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