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this is not how tire grip works

15.1k Johnnyynf  2.2 years ago

Another critique on the wheel physics in SP
My former post discussing the wheel in SP


I make it FWD (the bottom gif) and left others unchanged for comparison
As you can see in this gif, as the weight load on outside tires increase, on the stiffer suspension with less travel, the inside wheel is getting lifted

then it spined

and my guess as to how did this happen is, as one of the rear contact patches getting removed, there's suddenly only one left, and hence a sudden drop of rear traction.

but this is not how the real car works, this is brought to me by a youtube video Inner Wheel Lift: A Method For INFINITE Cornering Grip where he explains by using weight distribution or terrain to take out one of the inner contact patches to load up the outside one and result in increased grip.(I may have misunderstood here so correct me if I'm wrong)

This particular phenomenon is often seen in FWD cars

and what should happen in real life is
When the inside wheel has less and less weight (the outside gets more), the grip should gradually have less and less grip. When the wheel is just about to lift, even though it still has contact with the ground, it should provide almost no grip so there won't be a sudden drop of grip and no sudden spin at the moment the inside wheel loses its contact.

car is 1993 Toyota Supra by Suubk27
I don't think the suspension tunning of this car is too off, stiffer rear is to make the rear end of the car more lively, but doesn't quite work as reason stated above.

Response to @TopDiplomatOfMonary

in this case you can see the cycle of contact and not contact make it bounce back and forth

real car doing it

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    @PhilipTarpley I'd like to point out another small issue about tires, they are impossible to use on bikes, as the "grip zone" does not include the whole rubber part of the tires

    +1 2.2 years ago
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    1,316 WormWithLegs

    Btw shameless plug but I fixed it: link
    Turns out the rear suspension was just buggy

    +1 2.2 years ago
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    @Johnnyynf Thanks for capturing all this info. Tire physics improvements are never an easy task, but we've seen your feedback and will take them into consideration.

    +7 2.2 years ago
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    15.1k Johnnyynf

    @BIue thanks

    2.2 years ago
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    32.3k CRATE52PART2

    @asteroidbook345 lol

    2.2 years ago
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    15.1k Johnnyynf

    @Heneepr agree
    the change in weight on the tires do play a role on how much tires have grips
    so it thinks same as you that just a few adjustments away from workable grip model

    +1 2.2 years ago
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    28.3k goboygo1

    Sp uses the basic Unity wheel collider, so blame unity.

    +4 2.2 years ago
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    Yeah sp traction model is weird but at least it’s not war thunder

    +4 2.2 years ago
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    @Heneepr Yeah where'd they come from Rockstar Games?

    +1 2.2 years ago
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    15.1k Johnnyynf

    @Suubk27 I actually believe SP don't even have static friction, but the friction value changes when there's any slip, and maybe that's why cars feel like it's driving on sope at low speed.
    it's especially noticeable when you are doing a tight 3 point turn in a RWD car, the front wheel is slipping some before it does the turn, same on accelerating and decelerating even I just have very little speed and acceleration.
    And why FWD can do it better is because it has forward traction to have more force to the turning
    Maybe this could be tuned by the player by adjusting slipForward/Side Extremum/Asymptote but I don't really have the know-how

    +3 2.2 years ago
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    Miata handling

    +5 2.2 years ago
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    3,466 Heneepr

    It works if you use wings for downforce. So more weight for wheels, more traction. We also know that SP simulates weight transfer. All they have to do is find the right ratio by changing a few numbers. I think developers act lazy.

    +1 2.2 years ago
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    51.7k Suubk27

    My thoughts when build this car:
    First, maybe Simpleplanes can not tell the difference between static friction and dynamic friction, and static friction is always greater than dynamic friction when pressing force and the contact surfaces are the same. Just like my Supra, when I was tuning the power of the engine, I found that in some case when the power is a little high(just 600 hp), the wheels slip against the ground(you can hear that sound) even if it has a initial speed of 100 km/h which never happens in real life. (This also affects the airplane when touching down in crosswinds)
    Second, the forward friction and the sideways friction should not be divided. Once the tire began to slip, the friction in all directions will drop.
    Third, as you have explained above, the friction should increase as the pressing force increases. I think the things can be adjusted are the dynamic friction coefficient and the the ratio between the max static friction and the pressing force, which can be explained by changing the contact surface.

    Above are my opinions. Mention me if I made some mistake.

    +1 2.2 years ago
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    wheel physics kinda sucked. Especially the veer thing.

    2.2 years ago
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    41.5k rexzion

    basically smiplecar bad in the game called sipleplanes

    +8 2.2 years ago
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    When the traction is SUS

    2.2 years ago
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    15.1k Johnnyynf

    @TopDiplomatOfMonary
    what will normally happen in SP for RWD car (if you make the front wheel have less travel) is as you turn and lift the inside wheel it makes the frond suddenly lose traction and bounce back so I think the problem still stand

    and I upload another gif of a FWD doing similar thing

    +1 2.2 years ago
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    The car that spins out in SP is a RWD car, whist the phenomenon that you explained happens in FWD cars. Maybe you should try it with a FWD creation.

    +1 2.2 years ago