Traction question

Discussion in 'Content Creation' started by Mezura00, Jan 14, 2014.

  1. Mezura00

    Mezura00
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    Aug 19, 2013
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    I've been playing around with the Bruckel Moonhawk a bit, bigger motors like the MOPAR 383 and 440, different rear gears, 4.10 really. But two questions have risen, one how to I make the connection between the rim and axle stronger (I coded up a 2500hp 11 grand redline motor) because the tire starts to wobble side to side and how can I give tires enough grip to pick up the front end like that majestic Belvedere.
    MOPAR Wheel Stand.jpg
    I ask because I read that tutorial on modding the cars which was helpful for sure but the part (friction coef if i remember correctly) that is said effected grip in the tire code seems to do nothing, I pump it all the way up to 125 and I can still dump the clutch at 6 grand and all i get is a fat burnout (kinda hard to complain about that) but I would like to see some hard launching drag cars.

    //rear wheel nodes
    {"frictionCoef":0.7}, <---- This guy
    {"nodeMaterial":"|NM_METAL"},
    {"selfCollision":false}
    {"collision":false}
    {"nodeWeight":6.0},
    {"group":"wheelhub_RR"},
    ["ax1r", -0.685, 1.43, 0.32],
    {"group":"wheelhub_RL"},
    ["ax1l", 0.685, 1.43, 0.32],
    {"selfCollision":false}
    {"collision":true}
    {"group":"wheelhub_RR"},
    ["axwr", -0.85, 1.43, 0.32],
    {"group":"wheelhub_RL"},
    ["axwl", 0.85, 1.43, 0.32],
    {"group":""},
    ],

    Am I just in the wrong part of code?
     
  2. gabester

    gabester
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    Vehicle Director
    BeamNG Team

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    Yes, those are just the wheel axis nodes. If you want more tire grip, scroll down to the "hubWheels" section and change the frictionCoef there.
     
  3. AirSKiller

    AirSKiller
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    Once you're done, post a video or something, I really wanna see it in action hahaha.
    Not many (if any) good dragster mod's available... Except those with 1 bazillion HP's and glue made tires or something that do 0-180 in 5 seconds... To OP...
     
  4. RobertGracie

    RobertGracie
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    I would definitely love to see a video on this car when you have it working...lets see what 11,000rpm and 2500bhp looks like when you drop the clutch and burn the rear tyres up :)
     
  5. Mezura00

    Mezura00
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    Well actually another problem I was running into is the whole wheels themselves would start to expand, but I think I'll make a slightly less powerful (1500bhp) 11,000rpm monster and make some videos.

    - - - Updated - - -

    Thank you gabester.
     
  6. AirSKiller

    AirSKiller
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    I do think you can solve that somehow, but I don't remember how... (would have to read the files and I don't really feel like, sorry :s)
     
  7. Mezura00

    Mezura00
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    That's ok I'll just start reading through, it's got to eigther be in the wheels or axle code.
     
  8. AirSKiller

    AirSKiller
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    I think it's the wheels + tires, something beam/node strength related, I really really can't remmember :s it's basically making the tires less elastic and more rigid...
     
  9. HoldenBoy233

    HoldenBoy233
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  10. HadACoolName

    HadACoolName
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  11. HoldenBoy233

    HoldenBoy233
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    Can't say I've ever seen a "stanced" Commodore or anything like what's in the picture
     
  12. Bob PD830

    Bob PD830
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    To help with tire expansion you need to make pressureSpring and springExpansion as high as possible.
     
  13. Mezura00

    Mezura00
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    So after much test and tune I have a 0-60 in 1.28 beast hard launching monster but the front tires stay on the ground, I've come to the conclusion that the front of the car is too heavy so my next question is how do I make the engine, fenders, bumpers (I like them), and even front tires lighter, I've kinda been searching through the code but I really don't know what I'm looking for. But I feel like if I can lighten up the front I can really get this thing into the air, I'm also going to try modeling a bit perhaps, make some fat drag slicks and skinny front runners for the car as well, but I will still need to learn a bit of coding to make the mesh line up with the model and such or what ever the proper terminology is for that. How ever if anyone would like I could make a video of the car as is (really, really fast) and post it on the youtubes or something.

    - - - Updated - - -

    Ok, update. After browsing back through the code I found the mystical and elusive node weight line of code. After many exploding and glitching out failures I got the front as light as the game will allow me, and after a solid 11,000 rpm launch the wheels lifted an inch off the ground for like a bit of a second (I was in slow motion, didn't want to miss that shit) so now, it is on to rear gears more traction and seeing if there is any more weight I can shave. Pics soon.
     
  14. Mezura00

    Mezura00
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    Thanks, but I know those basics already, I'm just really having trouble hooking up at this point, my wheel stand engine puts out around 3000hp at 11,000rpm and the friction coef. of the tires is at 12.5 or so and I can still smoke the tires, not as bad as it was, got the 0-60 into the low 1's but the front stays planted, I think I'm going to have to take some drastic measures in the suspension department, along with some modeling work. I feel it will pay off in the end though.
     
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