Car Springs
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Car Spring details
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SPRING 0 { ; Start
Spring
ModelNum 5
Offset -12.000000 -20.000000 34.000000
Length
22.000000
Stiffness 400.00000
Damping 9.000000
Restitution
-0.950000
} ; End Spring
SPRING 1 { ; Start Spring
ModelNum
5
Offset 12.000000 -20.000000 34.000000
Length
22.000000
Stiffness 400.000000
Damping 9.000000
Restitution
-0.950000
} ; End Spring
SPRING 2 { ; Start Spring
ModelNum
5
Offset -12.000000 -19.000000 -33.000000
Length
19.000000
Stiffness 400.000000
Damping 9.000000
Restitution
-0.950000
} ; End Spring
SPRING 3 { ; Start Spring
ModelNum
5
Offset 12.000000 -19.000000 -33.000000
Length
19.000000
Stiffness 400.000000
Damping 9.000000
Restitution
-0.950000
} ; End Spring
1.
ModelNum
This
corresponds with the "Model Filenames" section. This
setting uses the numbers -1 to 18 and determines which model is used.
If no models are used, this number should be set to -1, otherwise
from 0 to 18. In this case you want the number corresponding with the
spring prm.
2.
Offset
These
numbers determine the placement of your 3d spring model. It uses an
XYZ coordinate system.
X-0,
Z-0, Y-0
X = width of car (This is the 1st number)
Y =
length of car (The 3rd number)
Z = height of car(2nd
number)
Positive numbers on the X axis place the model to the
Right, whereas, Negative numbers place it to the Left.
Positive
numbers on the Z axis will move the model down toward the ground,
whereas, Negative numbers will bring it up.
Positive numbers
on the Y axis move the model forward, whereas, Negative numbers it to
the rear
3.
Length
This
setting is only used when there is a 3d model of the spring present.
This setting tells Re-Volt how long the Spring model is, in RV Units,
from the top of the model to the center of the wheel model. This does
not affect the handling of the car.
4.
Stiffness
This
is your springrate. The higher the number, the more stiff (hard) the
springs will be. Higher numbers can prevent body roll, whereas, lower
numbers (coupled with the Damping setting) encourage body roll. This
also can affect the ride-height of the car.
One way to know
that you have properly tuned the springs:
If the springrate is set
incorrectly, the tires of the car will bounce. Springrate is usually
determine by taking the total weight (W) of the car, multiplying that
by the front (F) or rear (R) weight distribution percentage, then
dividing by two. This is a two step process.
Real
life equation:
W
= Total weight of the car
F = Front weight distribution %
R =
Rear weight distribution %
W*F/2= Front Springrate
W*R/2=
Rear Springrate
If you have a weight distribution that is a
perfect 50/50, (This means the CoM is set at 0 on the Y axis) these
numbers should all be the same. If the distribution is 40/60 (or
anything else) the front tires should have a different springrate
than the rear tires.
Note: Re-Volt also seems to take into
account the track-width and wheel-base for the spring rate, so, if
the previous formulas do not work, adjust the springs so that they do
not bounce underneath the car.
5.
Damping
This
setting adjusts the speed of your shocks (or springs). If the value
is set high, this will result in more stable cornering, but will
cause the car to slam to the ground after a jump, making it possible
to flip or lose control of the car (such as a sports car in real
life). Higher Damping settings can also give the car more precise
steering. However, if the value is too high, the steering can become
twitchy.
Lower values will cause the shocks to move more
quickly, absorbing bumps (such as a "Grocery Getter" car in
real life). This can result in smoother steering lines and good
rebound after jumps. However, the tires will be more likely to travel
through the top of the car body upon landing jumps (See MaxPos of the
Wheels Section).
Increasing this setting can affect the top
speed and acceleration of the car.
When setting the damping,
the track-width and wheel-base must be taken into account.
6.
Restitution
Restitution
works on numbers ranging from -1 to 0. This determines how "high"
on the shocks the car will sit when sitting still. This means that
the wheels (when the car is pressed down) will come up, and when the
car is in the air, they will fall a bit. Values lower than -1 or
above 0 will make the car behave oddly. And a setting of 0 will have
an effect on the acceleration of the car.
This setting can be
used to help improve the handling of the car, when properly adjusted
in accordance with the Damping.
If a simulation feel for the
car is desired, it is recommended to have the Damping number no
higher than 12 with no more than 1 decimal thereafter. This is
representative of real car dampers. Sports/Super cars should have a
middle-high number (6.2 - 8.1), while 'grocery getter' cars should
have a slightly lower input value(4.3 - 6.1).
Here's how to
calculate Restitution in accordance with the Damping. This places the
Damping setting at 75% of the Restitution setting.
Formula:
D =
The input number of the Damping setting.
R = This is the result of
how the Restitution setting should be set based on the 12 click
system of real car dampers.
T = This true Restitution value.
D
x 1.25 = R
R / 12 = T
A Front bias (higher numbers) of
Restitution and Damping creates oversteer when cornering. This is
good for FWD and 4WD cars.
A Rear bias (lower numbers) of
Restitution and Damping causes the car to understeer. This is ideal
for a RWD car if it is having problems with oversteer.
Table
of Contents
Car
Name
Model
and Bitmap Files
Car
Selection Display and Class
Car
Handling and Weapon Offset
Car
Body Details
Tires
and Additional Handling
cAR sPRINGS
Pin
Details
Car
Axle Details
Car
Spinner
Car
Aerial Details
Car
AI Setup
Re-Volt
1.2/RVGL Additional Settings
Misc.
Info