You know, instead of using phantom forces to increase the roll moment, you could use softer springs.

It doesn’t make any sense! Without sway bars the roll moment should be lower than the pitch moment. With sway bars it should be considerably lower. In Forza 7 the pitch moment is always lower than the roll moment, it’s freakish. edit: Specifically the Mazda RX-8, some cars aren’t as “off”

I’m confident that many of the issues in the physics you’ve tried to iron out with phantom forces (and/or unrealistically high Z inertia?) have arisen from the unrealistically stiff suspensions you use in testing. Try tuning for sensible ride frequencies like 1.8 or 2.0hz when analyzing the physics and controller input management. One better, add indications of effective ride frequency next to the raw spring values in the tuning menu. We’ll all understand why things are the way they are, better, and the game will be purer, more immediate, more natural/realistic, and more fun. Unless obfuscation is a primary design goal, there is no reason not to.

Also, try setting up cars with low-speed bump force equal to low-speed rebound, or even a bit higher. FSAE cars use significantly less rebound than bump, because bump controls the car, rebound controls the wheels. I imagine the ideal damper would be bump-biased at low speeds, to allow the inner wheels to track firmly during corner entry and rears to track well under braking, with sharp bump digression contrasted by a higher rebound knee leading shallower digression, for close to equal as bump force at wheel-control speeds to avoid jacking over chatter bumps. Nobody cares if the majority of consumer dampers aren’t capable of equal bump as rebound forces. They also aren’t capable of 100% critical bump damping (Forza dampers are). As long as the game plays well because the physics agree with themselves and the controller input management, we’ll just get lost in playing the game, which is the point. And I don’t mean distracting us with empty content like Race Shop cards and driver outfits.

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Rebound stiffness is supposed to greater than bumps’ I thought because more energy is released during the expansion phase. Why would a car want more bump than rebound stiffness then?

Answering your question > The energy in and out is exactly the same. Dampers change the rate it can be stored or released. Strong (50-70% critical) low-speed bump damping supports the car in transitions, reducing the energy stored in the springs by overshoot, and eliminates the need for high (55%+ critical) rebound damping ratios.

“Rebound keeps the car close to the ground/rebound holds the car down”.
Gravity holds the car down. Rebound-biased dampers cause packing, which reduces average vertical load, and average grip. Equal-force damping won’t pack, and allow lower ride height for less weight transfer, or softer springs for better compliance.

https://www.f1technical.net/forum/viewtopic.php?f=6&t=25592&sid=bbaa3d166deb01338c18b1330abc725c
DaveW - The question is, is a rebound biased damper the best solution? Modern damper architectures (Multimatic DSSV, Ohlins TTX for example) allow the bump-rebound split to be varied without serious compromise, and these have demonstrated that a mildly compression biased set-up has significant advantages, offering better contact patch load control and lower static ride heights. Jacking shouldn’t be too much of a problem if the strategy is applied to both axles.
DaveW - I’ve stated this before, but moving a Ferrari 575 from Moton’s to DSSV’s yielded 1.6 seconds a lap at Mugello, roughly 0.6 seconds from the damper change & a further second by dropping the (no longer needed) ride height.

“Bump should be softer than rebound, soft to absorb bumps.”
Quite the opposite–rebound damping should be soft*, to allow the suspension to stay active. “Digressive” damper circuits are ubiquitous is all motorsports, and mid- to high-tier consumer aftermarket automotive, motorcycle, and bicycle dampers. Such circuits allow plentiful bump damping at low wheel velocities, to support the car and aid precision in transitions, with velocity-sensitive force reduction for compliance over jarring road surfaces.

*Softer than most people seem to expect. Excessive rebound damping can’t and shouldn’t replace adequate bump damping, not in zero-lift cars.

http://www.kaztechnologies.com/wp-content/uploads/2014/03/A-Guide-To-Your-Dampers-Chapter-from-FSAE-Book-by-Jim-Kasprzak.pdf
As a rule of thumb, a FSAE car will require a damping ratio of 0.5-0.7 to control the heave, pitch and roll resonances of the sprung mass, and a damping ratio of 0.3-0.5 to control the unsprung mass.

Because FSAE cars have considerably less saturated tires due to their weight/contact patch ratios, they can use 1.2-1.5:1 bump:rebound. The heavier the vehicle, the more harmful jacking can be as the CG raises and tires saturate. In heavy street cars, 1:1 bump:rebound is a safe bet for a lower static ride height/average CG height than rebound-bias.

edit 2: Thought about it, if I understand the paper on FSAE cars correctly… The bump damping ratio is calculated with the sprung mass, while rebound damping ratio is calculated with the unsprung mass. 0.3 damping ratio on the unsprung mass could be as 1:5 rebound:bump damping coefficient (Forza units), or 1:10… Not sure what that means for the concern of jacking…

Awesome reply man! Thanks for all of that information and those two articles. I like suspensions and tuning in-game cars so they will be super entertaining to read and figure out. Lots of terminologies though. I’m lost on what critical, overshoot and whatever other suspension-related vocab you mentioned. Can I find that in the articles? I don’t really want to read that one that is twenty-five pages long so I’d like to know before conquering that whole thing what sections you think are best. And are there any more websites you can paste the link to? I wanna get real good at this stuff. How do I figure out how much stiffer the bump should be compared to the rebound ratio?

Also, sorry about going off-topic on your thread! Very interesting stuff here though so I had to ask. Feel free to pm me instead of replying here and would you like to do some tuning with me?

Frequency (Hz) is the speed of an undamped mass, suspended on a spring, will oscillate. Where K is spring constant in newtons/meter, M is mass in kg,
Hz=(K/M)²/2π

Damping coefficient is the quantity of energy a damper (usually viscous/oil) will absorb, measured in force/second/length units such as Newtons/Second/Meter. The damping coefficient is a raw unit, like spring rate and mass, so is not of great meaning* without taking both the mass and spring in a mass/spring/damper system into account.

*10,000 n/m/s damping force can be acceptable at low suspension stroke speeds, if paired with a 200,000N/m spring, because the spring will be relatively active and minimal grip or transient drivability is lost. At high stroke velocities, less compression damping force is necessary to avoid over-saturating the tire, causing a slide, over sharp bumps. A speed/force plot with shallower force increase at high velocities is “digressive”. Dampers, particularly the compression forces, are often discussed in terms of the low-speed force, the high-speed force, and the knee velocity, which is where the high-speed area of the force curve begins. http://www.armstrongfamilyblog.com/uploads/7/4/0/2/74028615/valving-comparison_orig.png

Critical damping (Cc, Coefficient critical) is the minimum damping coefficient of a spring/mass system to slow it’s motion to rest, without overshoot. Where K is spring in newtons/meter and M is mass in Kg,
Cc=2*(KM)²

Everywhere you see the traces in the graph pass across the center line, that is overshoot. https://i.stack.imgur.com/E85Ej.png

Critical damping is not desirable in most suspension applications because the purpose of the spring is to maintain constant contact with the ground. From my research and experimentation in various games, between 0.5 to 0.7 low-speed damping ratio is the ideal compromise of spring activity (smoothed contact patch load variance) and body control (minimal overshoot) in most suspensions. At ζ 1.5, or 150% critical damping, it takes longer to return to baseline.

Forza Horizon 4, Assetto Corsa, LiveForSpeed and CarX all respond well to 1:1 bump rebound considering they all might have been intended by design to work best rebound-biased setups. I’ve had limited success in FM7. I don’t enjoy it. I don’t understand what the physics or gamepad management/FFB are doing relative to my setups. I reinstalled it 2 days ago to give it another chance from 6 months ago, and uninstalled it last night.

It depends on the car that you’re using.

The majority of cars in real life won’t run a ratio of 1:1 for various reasons. It’s all about maximising balance and traction.

Cars will run anything from a 1:0.2 to 1:1.1 it all depends on what the car is.

In most high downforce cars, like F1, Indy, etc I’ll run a 1:1 ratio with no problem at all.

What were your FFB settings?

Or… as i told you before you tune to the engine in the game and not to rl because forza is nowhere near real life in tuning aspects… Heck you cant even corner balance a car in forza.

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Mechanical trail up, pneumatic trail off with no clipping. “What” and “why” car behaviors is a complicated question with how FM7 physics work. All I can say, I’m done hoping I could enjoy it.

Forza cars are probably like most games/sims, they come perfectly corner balanced. The ride height even auto-adjusts based on your springs. It’s the only game I know with this deep of tuning that does that.

Why do you have no pneumatic trail?

What are your other Force Feedback settings.

Sampled tire analyses weren’t intended to drive vehicle simulation, let alone racing or drifting. Someone thought it would be a good idea, and now it’s “the conventional way”.

Someone else (not T10, this is older than that, and most games have approached FFB this way) thought it would be a good idea to use the Z axis spring moment of the tire, where the contact patch twists through the sidewalls, to drive the force-feedback of a wheel controller.

In real-world practice, those forces exist, but are minute, and don’t contribute any centering effect on their own. They are delivered through the knuckle trail, to the steering column, as welcome compliance to what would otherwise be brutally sharp steering response. ex. Assetto Corsa, rFactor…

By placing the FFB inside the tire, the organic effects of tire deformation are wasted. The FFB “is” the sidewall. Assuming zero backlash in the steering column and box/rack/links/bushings… the FFB should “be” the steering knuckle, where it can deliver the sense of, and react subtly to, tire deformation.

In real cars, we learn to read the anticipate turn-in grip (and the degree/stage of oversteer) by the deflection of the suspension and the lateral forces generated, experimentation and intuition. If properly applied mechanical trail FFB (plus tire implementation, plus configuration values, plus good suspension) couldn’t deliver, FFB influence from vehicle lateral acceleration and My (the vertical axis of the tire is Z, the vertical axis of the car is Y, usually) would be more realistic/dynamic/entertaining/intuitive an approach than “pneumatic trail FFB”.

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So by removing Force Feedback, all you’ve done is remove all tire flex, slip and deformation information and modeling to your force feedback and you’ve also removed any type of load (weight or downforce) effecting the force feedback either.

For some reason you haven’t listed your force feedback settings. No one will know the problem you’re having until you list your full hardware and settings.

I zeroed “pneumatic trail” to try to restore the tire flex/deformation by separating the FFB response from the tire. Slip is implicit–is the car understeering, oversteering?

I uninstalled FM7. I don’t like the suspension/vehicle physics. It’s possible my FFB settings could make it more playable. I appreciate your willingness to help but I’m not interested in exploring.

But if you’re not willing to explore, then what’s the point in posting?

You said there’s not fast enough roll that’s fine, but you’ve given no context. Did you run SIM steering? Yes or no? What other assists do you run?

Same with the FFB, you said it feels like jello. Well how can someone find a solution if you don’t give your full Force Feedback settings?

Its like me saying “This feature is game breaking!!!” then not giving the feature so no one knows how to fix it.

This could be an easy solution that you’re completely missing due to an unwillingness to give basic information.

Also removing pneumatic trail is just a bad idea, see blue’s comment. You’ve removed all tire information completely.

Zeroed pnematic trail to restore tyre flex/deformation? That makes zero sense, pnuematic trail is what gives the resulting torque/moment pruduced by the deforormation of the tyre. Slip is not implicit its quite complex and is directly tied to the feeling you get at the wheel in a car.

FFB is not “in the tyre” or “in the knuckle” ffb is the calculated torque produced by the lateral force acting on the contact patch of the tyre. That lateral force has 2 levers over the steering, the pnuematic trail and mechanical trail.

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What if a real car had no hub trail? Would you feel the tire? Would it track straight?

Sim steering, no assists.

Already answered in said thread.

Tires, if they have information to give, do so through the hub trail. A pivotal catalyst to this, my understanding, was Forza’s new “Mechanical Trail” FFB method. I’ve been thinking about it on-and-off for months. Assetto Corsa, I’m certain, uses tires for FFB. The centering effect doesn’t react to oversteer the way LFS does, which we know uses hub trail only. LFS tires deform excessively and are middling overall, but give a good example of how real-world tire defomation are relayed through hub trail, smoothing the steering and load-transfer response. iRacing, if it uses hub trail as has been suggested by others in the Forza FFB thread, is the opposite; the FFB is gloriously direct if not tight to a fault. The tires provide little compliance. Forza is in an evolutionary phase. Horizon 4’s controller sim steer was rewritten in February (a couple times while I was playing in spring) to draw from the mechanical trail as well as tire forces. I’m surprised Motorsport didn’t follow suit. Probably because of ForzaRC.

This thread was about the paradoxical pitch/roll moment in FM7. The visual model of the car serves as the center, but particularly in pitch rotation, is disconnected from the total “weight transfer” effects. The roll moment is peculiarly lethargic, almost appearing influenced as much by believable physical properties as by discarnate forces.

you cant really compare LFS to other simulations, it is a different game with different physics, and to be honest its the tyre physics that play the biggest part in the way LFS drives. Even if LFS added pneumatic trail into the FFB the game would still play exactly the same, you’d just have an even better understanding of what the car is doing as you would be able to feel exactly where the grip is.

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