Getting the suspension and wheels to move in unison

commodore

I'm making a car and I have this rather common problem. When the suspension moves it doesn't look like it's connected to the spindle (it moves independently of the wheel movement). I thought it's an issue with the .susp file but changing anything there doesn't seem to have any effect.
 
Make sure your Instance=DEBRIS<x> definitions in the .gen file are pointed to by the <xx>SuspIns=Debris<x> counterparts in the damage file. For example, if Instance=DEBRIS1 includes the front left suspension, you need to have FLSuspIns=Debris1 in the damage file, and so on.
 
I finally have a reply :) thank you. That's not the problem though, the damage and gen files had the suspension parts under the same debris instances.
 
I messed with other things in the meanwhile but this is still stopping me from releasing. I don't know how to explain this problem better. The front suspension's rocker arm just moves vertically through the spindle. I tried filming it but for some reason it disappears when recording (maybe because of the low FPS). In addition to fiddling with the .pm file I also tried to change the PushrodSpindle setting in the .hdv file but it didn't help either.
 
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Hi Commodore,
rfactor is pretty good at how it detects suspension type and movement, using a combination of the GMTs as they're set up for export from Max to game, the HDV and the PM file, but there are a few things to bear in mind when putting these components together (i've encountered a similar problem to yours i think, which i'll come to in a moment).
Assuming that your front suspension is a dual-wishbone setup, ensure that the front suspension (lets call it LF_SUSP) contains ALL of the parts that you need to articulate....top wishbone, bottom wishbone, steering link and (if it is attached directly to the wishbone old Lotus 7-stylee) the bottom section of the damper* (see note below) AND ensure the pivot point for this assembly is the centreline through the top wishbone inner pivot point (the pivot where the wishbones are attached to the frame of the vehicle)......

However.....what i found with a recent model that uses this setup is that rFactor recognises the suspension parts at (lets call it) an object level, so the pivot centre that's described above isn't the only reference that the game 'sees'.......i recently imported a model for a suspension that included a front rocker arm to suit inboard springs (see THIS PICTURE for a similar setup) and because i had to make the suspension actuator arm (the rocker) move as part of the kit, this was included in the LF_SUSP export.......what happened was that the whole suspension (or rather the top arm) moved around the point where the arm is attached to the damper, which means that rF sees the innermost point of the assembly as the pivot root (i think lol)......sooooo basically rF can replicate 4-bone setups pretty well to move accurately, but you can 'tweak' this only so far to get the most accurate movement, because as the suspension moves (even with a basic 4-bone) rf doesn't move about the centres, it moves about the innermost point of the assembly (i assume so it isn't convoluting our processors with negative movements of polys about centres if you get me.....anything beyond the pivot moves 'the wrong way').
As a guide, along with the details shown above, what i'm working on now is that the suspension has a pivot 'boss' (i.e. the boss that the pivot bolt would pass through) that is only half a boss, in that it's a C-shape, and the boss is duplicated on the frame as a full boss (i.e. a O-shape)....that way, visually, the boss is always there as a full part, but the movement should be more accurate as the furthest points of the wishbone are on the pivot centre :)

Without your vid and pictures i can't really help any more, but i hope the above helps you.....if you wish to exchange pictures and/or vids and/or abuse, or wish to send me a wafflers award :D send me yr email address via pm and i'll try to help further if i can :)

oh yeah - note 1* - bear in mind that all of the objects in your LF_SUSP assembly will move in a prescribed arc and sometimes that's not the path that specific items (like damper bodies) need, so sometimes, especially with restricted movement travel it's easier to leave some items static......

Note 2......if anyone can advise me a good way to get anti-rollbars to move along with the front wishbones (if this can be done - i'd appreciate a heads-up :D

cheers......wrighty (forever indebted to Hooty256 who sussed out enough of this stuff to teach me it hehe)
 
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Thank you for a lengthy post. I can't try it out now, I have a very bad schedule because of my university. I'll try it as soon as I can. Thank you again.
 

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