Handling Question

I am assuming the yaw rate given is off power, or maintaining a steady speed; is there, or will there, be any way to see on or fully off power yaw rates? Also, is this already put into the tameness calculations?

Thanks :slight_smile:

The yaw rate graph explains oversteer and understeer. See here for more information.

I understand that, but I wanted to know under what conditions it is calculated.

I do believe it’s calculated based on weight distribution, suspension settings, and tire settings.

From the link provided:

T̶h̶e̶ ̶y̶a̶w̶ ̶r̶a̶t̶e̶ ̶i̶s̶ ̶b̶a̶s̶e̶d̶ ̶o̶n̶ ̶g̶r̶a̶d̶u̶a̶l̶l̶y̶ ̶i̶n̶c̶r̶e̶a̶s̶i̶n̶g̶ ̶s̶p̶e̶e̶d̶.̶ ̶N̶o̶t̶ ̶f̶u̶l̶l̶y̶ ̶o̶n̶/̶o̶f̶f̶ ̶p̶o̶w̶e̶r̶,̶ ̶n̶o̶t̶ ̶s̶t̶e̶a̶d̶y̶ ̶s̶t̶a̶t̶e̶.̶

edit: ummm… what they said ↓↓

Small correction: it is a steady state calculation. The car is driving a constant circle at a constant speed, which is then varied to get the graph you see.

Yes, it is steady state off-power. The most important factors in the calculation are weight distribution, suspension settings, suspension type (sway bar, springs, camber, ride height), track width, tyre choice/settings, downforce, height of center of gravity an body mass. Maybe I forgot some minor things.

Is it possible to get the stability calculations to work accurately while using varying amounts of power or brakes? I doubt that this would be very important for the game, but i’m curious as to how easy it would be.

Thanks killrob :slight_smile: That is what I wanted to know. I am kind of curious about reaper’s question too, though.

No, it is not possible to get brake and acceleration forces in properly while cornering with the current system. We are currently using a bicycle model with superimposed roll model for the over- and understeer calculations. That means that longitudinal forces wouldn’t result in the right yaw torque because track width is neglected. The errors would be huge, so there is no point in calculating that. For side forces only the errors are pretty small.

A proper two-track model (which is probably used in serious driving simulations) would result in waaaay more complicated calculations which also means you would have to wait longer for the car test results. Don’t even speak of the test track simulation time demand it would take. There’s a difference in “I want to drive my car in real time” and “I want the test track lap time without having to wait until the car completes the lap in real time”. Sure, more complex things could be done, but this is a tycoon game and it is already complex enough for the average player to set up a car properly (if not too complex already).

Alright, thanks for the response :slight_smile: I knew it would be more difficult with little benefit, so I knew it wouldn’t make it in; I was just curious. Sorry if I seemed presumptuous der bayer!