Vehicle Suspension Behavior is Reversed

  • Oh my god I fixed it myself


    Absolutely ZERO idea why this handling line works, but it's the one I used for the Tahoe and Expedition. The original one I used that caused the reversed suspension behavior was the Gresley-based one.


    Handling line I used:

    <Item type="CHandlingData">

    <handlingName>14FPIU</handlingName>

    <fMass value="2130.024000" />

    <fInitialDragCoeff value="1.400000" />

    <fPercentSubmerged value="85.000000" />

    <vecCentreOfMassOffset x="0.000000" y="0.065000" z="0.050000" />

    <vecInertiaMultiplier x="1.000000" y="1.090000" z="1.210000" />

    <fDriveBiasFront value="0.270000" />

    <nInitialDriveGears value="6" />

    <fInitialDriveForce value="0.188000" />

    <fDriveInertia value="0.800000" />

    <fClutchChangeRateScaleUpShift value="2.900000" />

    <fClutchChangeRateScaleDownShift value="3.300000" />

    <fInitialDriveMaxFlatVel value="140.000000" />

    <fBrakeForce value="0.250000" />

    <fBrakeBiasFront value="0.602800" />

    <fHandBrakeForce value="0.600000" />

    <fSteeringLock value="37.000000" />

    <fTractionCurveMax value="1.450000" />

    <fTractionCurveMin value="1.240000" />

    <fTractionCurveLateral value="16.500000" />

    <fTractionSpringDeltaMax value="0.130000" />

    <fLowSpeedTractionLossMult value="0.400000" />

    <fCamberStiffnesss value="0.000000" />

    <fTractionBiasFront value="0.483900" />

    <fTractionLossMult value="0.870000" />

    <fSuspensionForce value="2.000000" />

    <fSuspensionCompDamp value="1.650000" />

    <fSuspensionReboundDamp value="0.400000" />

    <fSuspensionUpperLimit value="0.140000" />

    <fSuspensionLowerLimit value="-0.122000" />

    <fSuspensionRaise value="0.000000" />

    <fSuspensionBiasFront value="0.530000" />

    <fAntiRollBarForce value="0.090000" />

    <fAntiRollBarBiasFront value="0.530000" />

    <fRollCentreHeightFront value="0.210000" />

    <fRollCentreHeightRear value="0.200000" />

    <fCollisionDamageMult value="0.000000" />

    <fWeaponDamageMult value="0.000000" />

    <fDeformationDamageMult value="1.700000" />

    <fEngineDamageMult value="0.000000" />

    <fPetrolTankVolume value="65.000000" />

    <fOilVolume value="5.000000" />

    <fSeatOffsetDistX value="0.100000" />

    <fSeatOffsetDistY value="0.000000" />

    <fSeatOffsetDistZ value="0.000000" />

    <nMonetaryValue value="50000" />

    <strModelFlags>440010</strModelFlags>

    <strHandlingFlags>820100</strHandlingFlags>

    <strDamageFlags>0</strDamageFlags>

    <AIHandling>AVERAGE</AIHandling>

    <SubHandlingData>

    <Item type="CCarHandlingData">

    <fBackEndPopUpCarImpulseMult value="0.100000" />

    <fBackEndPopUpBuildingImpulseMult value="0.030000" />

    <fBackEndPopUpMaxDeltaSpeed value="0.600000" />

    </Item>

    <Item type="NULL" />

    <Item type="NULL" />

    </SubHandlingData>

    </Item>

  • What exactly did you try modiftying in the handling, too me it looks like it would be an issue with the "VECINERTIAMULTIPLIER" as that is what controls the body roll of a vehicle.

    Here is what I found on more about it:


    "The way I understand 'vecInertiaMultiplier' to work is that:

    x = How your vehicle tilts from side to side (set this low & car will corkscrew easily when jumping)

    y = How your vehicle tilts from front to rear (set this low & car will somersault easily when jumping)

    z = How the vehicle rotates/turns (ie raising this slightly makes the car slower at turning)"

    Original Topic

    From that alone I'd try editing the y value and see where that gets you. Thats really the only thing I can think of that would fix it, I don't neccessarily think its anything to do with the model itself.

  • That wouldn't really change anything in relation to my issue (believe me, I've tried). I've tried to modify the suspension values (CompDamp, ReboundDamp, UpperLimit, LowerLimit). I've not tried modifying the RollBar or RollCenter values as suggested by GreenAid, so I'll be trying that this morning.


    That just makes the vehicle rotate slower in those axes, the actual value he needs to lower is RollCentre, provided the COM is in the right place, usually values of 0 or 0.1 are good.

    I'll try that now, thanks!

    Edit: I'm pretty sure the vehicle center of mass is set correctly, so I haven't changed that from the original (x="0.000000" y="-0.130000" z="0.040000"). For both RollCenter values, I've attempted lowering the values (was 0.75 for both), making the values negative, making the values zero, and making the values an extreme negative OR an extreme positive (which didn't fix anything, but made the reversed suspension effect a LOT more noticable). None of these changes actually fixed anything - should I just try a different handling line or is there something else I should change?


    Handling line for reference

  • RollCentre is like centimetres (or metres) off of the ground, so all those values are too oof for the car, leave it at 0.1 for that car and check it ingame. The rest looks mostly fine, so it should work properly.

    It was originally 0.75 for both - I've tried a variety of values, and tested 0.1 for both again in case it worked this time. Changing the values there has no effect on the reversed suspension behavior; it only changes how much the car raises off the ground when accelerating/braking.

  • Well I guess the collisions might have something wrong then? Have you converted it yourself? Is anyone else having that issue? Because I can't think of anything else.

    I honestly don't know. I didn't convert anything - I just got the base from Insanity, then got the edits from Trooper 18, then changed the front interior to the one from Thero's.


    I don't really know what to do at this point. I'll try different handling lines but I don't expect that would fix anything.

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