Wheels bugs with A-Chassis Tune

Bonjour les développeurs,

Je rencontre un problème avec A-Chassis Tune et je n’ai pas trouvé de solution sur le DevForum.

Sur certains véhicules (pas tous), lorsqu’on atteint une certaine vitesse, les roues commencent à glitcher (elles se désynchronisent) puis reviennent à la normale. Cependant, ce problème se reproduit de façon répétée ce qui est très perturbant pendant le jeu…

Je ne pense pas que ce soit un problème de collision, j’ai déjà testé avec différentes roues et j’ai configuré des groupes de collision pour séparer les roues du châssis

Cela pourrait-il être lié aux paramètres d’A Chassis ?

Merci d’avance pour votre aide !
Video proof below

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If the wheel mass is set extremely low, the solver can’t keep it stable when velocity increases. A-Chassis expects wheels to have a certain minimum mass, so the suspension has something to push against. Increase your wheel mass, increase solver iteration count if your vehicle supports it, and adjust your suspension damping/stiffness.

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You can use globe wheels as the real wheels and make the ones you see, welded to them.

Thanks for your replies, but to be honest I’m not sure I fully understand everything…
I tried tweaking the values as suggested (density, suspensio etc…), but it doesn’t seem to change anything on my side…
I’ve always struggled a bit with A-Chassis Tune, it’s definitely not my strong point
If you have more specific suggestions, I’d really appreciate it!

local Tune={}
Tune.LoadDelay=.1
Tune.AutoStart=true
Tune.AutoFlip=true
Tune.FCamber=0
Tune.RCamber=0
Tune.FToe=0
Tune.RToe=0
Tune.Weight=4000
Tune.WeightBSize={6,3.5,14}
Tune.WeightDist=50
Tune.CGHeight=.8
Tune.WBVisible=false
Tune.FWheelDensity=.1
Tune.RWheelDensity=.1
Tune.FWLgcyDensity=1
Tune.RWLgcyDensity=1
Tune.AxleSize=2
Tune.AxleDensity=.1
Tune.SusEnabled=false
Tune.FSusDamping=600
Tune.FSusStiffness=9000
Tune.FAntiRoll=50
Tune.FSusLength=2
Tune.FPreCompress=.3
Tune.FExtensionLim=.3
Tune.FCompressLim=.1
Tune.FSusAngle=80
Tune.FWsBoneLen=5
Tune.FWsBoneAngle=0
Tune.FAnchorOffset={-.4,-.5,0}
Tune.RSusDamping=500
Tune.RSusStiffness=9000
Tune.RAntiRoll=50
Tune.RSusLength=2
Tune.RPreCompress=.3
Tune.RExtensionLim=.3
Tune.RCompressLim=.1
Tune.RSusAngle=80
Tune.RWsBoneLen=5
Tune.RWsBoneAngle=0
Tune.RAnchorOffset={-.4,-.5,0}
Tune.SusVisible=true
Tune.WsBVisible=false
Tune.SusRadius=.2
Tune.SusThickness=.1
Tune.SusColor="Bright red"
Tune.SusCoilCount=6
Tune.WsColor="Black"
Tune.WsThickness=.1
Tune.FGyroDamp=100
Tune.RGyroDamp=100
Tune.SteerInner=35
Tune.SteerOuter=37
Tune.SteerSpeed=.03
Tune.ReturnSpeed=.1
Tune.SteerDecay=320
Tune.MinSteer=10
Tune.MSteerExp=1
Tune.SteerD=1000
Tune.SteerMaxTorque=50000
Tune.SteerP=100000
Tune.Horsepower=350
Tune.IdleRPM=700
Tune.PeakRPM=6500
Tune.Redline=7000.01
Tune.EqPoint=6500
Tune.PeakSharpness=7.5
Tune.CurveMult=.16
Tune.InclineComp=1.7
Tune.RevAccel=100
Tune.RevDecay=75
Tune.RevBounce=500
Tune.IdleThrottle=3
Tune.ClutchTol=500
Tune.Config="FWD"
Tune.FDiffSlipThres=50
Tune.FDiffLockThres=50
Tune.RDiffSlipThres=50
Tune.RDiffLockThres=50
Tune.CDiffSlipThres=50
Tune.CDiffLockThres=50
Tune.TCSEnabled=true
Tune.TCSThreshold=20
Tune.TCSGradient=20
Tune.TCSLimit=10
Tune.TransModes={"Auto","Semi"}
Tune.AutoUpThresh=-200
Tune.AutoDownThresh=1400
Tune.FinalDrive= 5
Tune.Ratios = {
	3.15,
	0,
	3.20,
	2.40,
	1.80,
	1.35,
	1.05,
	0.80
}
Tune.FDMult=1
Tune.ABSEnabled=true
Tune.ABSThreshold=20
Tune.FBrakeForce=3000
Tune.RBrakeForce=3000
Tune.PBrakeForce=5000
Tune.FLgcyBForce=15000
Tune.RLgcyBForce=10000
Tune.LgcyPBForce=25000
Tune.Peripherals={MSteerWidth=67,MSteerDZone=10,ControlLDZone=5,ControlRDZone=5}
Tune.Controls={
	ToggleTCS=Enum.KeyCode.T,
	ToggleABS=Enum.KeyCode.Y,
	ToggleTransMode=Enum.KeyCode.M,
	ToggleMouseDrive=Enum.KeyCode.R,
	Throttle=Enum.KeyCode.Up,
	Brake=Enum.KeyCode.Down,
	SteerLeft=Enum.KeyCode.Left,
	SteerRight=Enum.KeyCode.Right,
	Throttle2=Enum.KeyCode.W,
	Brake2=Enum.KeyCode.S,
	SteerLeft2=Enum.KeyCode.A,
	SteerRight2=Enum.KeyCode.D,
	ShiftUp=Enum.KeyCode.E,
	ShiftDown=Enum.KeyCode.Q,
	Clutch=Enum.KeyCode.LeftShift,
	PBrake=Enum.KeyCode.P,
	MouseThrottle=Enum.UserInputType.MouseButton1,
	MouseBrake=Enum.UserInputType.MouseButton2,
	MouseClutch=Enum.KeyCode.W,
	MouseShiftUp=Enum.KeyCode.E,
	MouseShiftDown=Enum.KeyCode.Q,
	MousePBrake=Enum.KeyCode.LeftShift,
	ContlrThrottle=Enum.KeyCode.ButtonR2,
	ContlrBrake=Enum.KeyCode.ButtonL2,
	ContlrSteer=Enum.KeyCode.Thumbstick1,
	ContlrShiftUp=Enum.KeyCode.ButtonY,
	ContlrShiftDown=Enum.KeyCode.ButtonX,
	ContlrClutch=Enum.KeyCode.ButtonR1,
	ContlrPBrake=Enum.KeyCode.ButtonL1,
	ContlrToggleTMode=Enum.KeyCode.DPadUp,
	ContlrToggleTCS=Enum.KeyCode.DPadDown,
	ContlrToggleABS=Enum.KeyCode.DPadRight
}
Tune.WeightScaling=1/50
Tune.LegacyScaling=1/10
return Tune

Well, you’re trying to line them up in the studio. Then you start the game, they have weight and physics added to them. Just that changes all your lining up to make them roll true. The globe approach isn’t going to have that problem.

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Ok i try to found a solution. Thank’s !

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