[Request] Math behind suspension values

Discussion in 'Content Creation' started by kinney911, Apr 21, 2014.

  1. kinney911

    kinney911
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    Aug 18, 2013
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    I've been tweaking around in the suspension files of a lot of the cars I download (as I'm sure most of us have), but I'm running into problems where I think it would be helpful to fully understand the relationship between all of the variables. beamPrecompression, BeamSpring, and beamDamp are pretty straightforward until you start messing with the beamLimitSpring and beamLimitDamp variables. Then you've got a whole mess of optional variables, like beamDampRebound and all of the sub-variables, like beamDampVelocitySplit.

    I've got an idea of what some of these mean and how they interact, but it would be super handy to know the math behind them. Maybe I could slap an Excel spreadsheet together to determine the numbers needed for different suspension setups, whether that be low and stiff, or lifted and bouncy, or any combination of the two.
     
  2. IBsenoj

    IBsenoj
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    You might want to wait until the Race Update is out because a lot of that is going to change...

    - IBsenoj.
     
  3. kinney911

    kinney911
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    I don't doubt that, and I'm sure the race update is around the corner. Unless it gets simpler though, which I sort of doubt, I'd like to start getting a handle on it now.

    EDIT: This page has a little info, I'll see what I can do with it.
     
  4. Miura

    Miura
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    Here's an article that explains the bump/rebound, slow/fast damping and velocity split: http://www.optimumg.com/docs/Springs&Dampers_Tech_Tip_4.pdf

    If you're interested, there are six articles in that series with related stuff, some more about specialized race car suspensions. Change the number in the address to see them. Also, image search "damper curve" for some real examples.

    If the beam is "bounded" type, it uses beamSpring until it reaches shortbound or longbound. Then it starts gradually adding spring rate, and when the beam length is one meter past the bound, spring rate is beamSpring + beamLimitSpring. Same with beamLimitDamp. At least that's how I've understood it. Wiki explanation is different, I think it's wrong.

    Sometimes it's easier to split the functions into separate beams. For example one beam with the damping values, 0 spring rate and maybe stiff limits for bump stops. Another beam with no damping, linear spring rate and precompression, another with progressive spring rate.

    I don't think race update is going to change any of this.
     
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