Bump/Travel/Height

Discussion in 'Automobilista 2 - General Discussion' started by shadow82, Dec 30, 2024.

  1. shadow82

    shadow82 Member

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    @newtonpg I will try to push the envelop. :cool:

    *ahem* *cough*

    Could we have a blog/pin post and have them made public ? :whistle:
     
  2. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    Why should we know about their stiffness? I don’t really see how it affects us
     
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  3. newtonpg

    newtonpg Active Member AMS2 Club Member

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    There is in AMS2 setup, not referring to your real life experience.
     
  4. shadow82

    shadow82 Member

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    To make an informed decision whether to run close or not from the bumpstop, if they were packers without any compression it would indeed be advisable to never engage them under normal body movement, but as they have a compression rate the story is a bit different. On some cars you may very well want to run as close as possible to the bumpstop, but without knowing the compression rate it is very difficult to figure it out. Again, real life comparison, which this forum always seem to come back to, will not bring us far into the discussion, as it is more important to know how the game engine model works. That's what we are trying to setup, not a real car. That's why I ask all those questions.
     
  5. Kuku

    Kuku Flying Kiwi AMS2 Club Member

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    i can’t think of too many situations where running on the Bumpstop is beneficial.

    You can feel the difference it makes on the track .
    like at adelaide running max bumpstop on GT4 which greatly reduces the travel, it’s not a good idea. the car doesn’t react well over the big bumps and it even doesn’t turn well under deceleration into tight corners because there’s not enough load being transferred to front because it’s restricted by stiffness of bumpstop .
     
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  6. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    All I’ve learned is that you don’t want to hit the bumpstops so I just try and avoid that. I also mostly focus on ride height
     
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  7. shadow82

    shadow82 Member

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    Obviously, on a bumpy track with a car relying mostly on weight transfer and mehcanical grip and next to no aero you don't want that (having said that though the Cayman GT4 comes with minimum bumstop of 30, which is already, based on my understanding from here, quite high). On a high downforce car though, riding very close to the bumpstop on the front is beneficial, as you want as little pitch as possible to maintain your aero platform stable, especially in very high speed corner. You can't always get there by just playing with the suspension stiffness alone and damper can only get you so far to help stabilize. That's where knowing how the bumstop react comes into play, which is hard to figure out without massive time spending testing, that could be resolve if it was available in the setup or just clearly defined somewhere.
     
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  8. TacticalNuclearPingu

    TacticalNuclearPingu Active Member AMS2 Club Member

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    Running cars on the bumpstops isn’t unheard of in real life racing. In NASCAR it’s relatively common, heck Ray Evernham pioneered the whole concept back in the late 90s with “big bar soft spring” setups when the coil spring would coil bind. When bumpstops became legal with the Gen 5/COT they began using them instead.

    From what I’ve seen and done with bumpstops in the game there doesn’t seem to be much of a core issue; as Steel explained, you can have a bigger bumpstop currently than the desired spring travel, so in effect you can add a second spring damper with a large enough bumpstop, although you don’t know the stiffness and damping values. The actual effectiveness of this will depend on the car and if it has rising rate suspension or not, and so forth.

    Once the bumpstop height exceeds the default static length of the spring (length at “static” ride height) it will actually extend the spring length. Imagine putting a bumpstop/packer of that size in a damper and you can see it would force the spring to extend/stretch/uncompress.

    It’s very important to remember that you cannot arbitrarily cap suspension travel using a bumpstop. You’re simply introducing extra force into the suspension to prevent extra compression. Even with a bumpstop being ridden you will see a suspension travel number as from a mathematical perspective the spring isn’t at zero compression, as it needs a length value to compute the force being produced from a linear stiffness value.

    Even if a component is bound it still produces a force, and the maths needs to reflect that. Just that force dramatically increases. Nothing is infinitely rigid.
     
    Last edited: Jan 6, 2025
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  9. DaWorstPlaya

    DaWorstPlaya Active Member

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    I wasn't referring to AMS2, I was replying to @steelreserv post. :shrug:
     
  10. DaWorstPlaya

    DaWorstPlaya Active Member

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    I honestly don't see how, even if you knew the progressive bumpstop value, you wouldn't have to test running on them at different tracks in different conditions. Especially if you're trying to eek out a concievable advantage on others.
    As Carol Smith used to say, there is no substitute for testing.
     
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  11. steelreserv

    steelreserv Well-Known Member Staff Member AMS2 Club Member

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    Whether or not we intend to publish bumpstop rates for the cars, I cannot comment.

    Personally, I am unaware of any sim that does this.

    What I can tell you is that you can control the bumpstop range in relation to suspension travel using the setup screen. For immersion purposes, you can envision this to either be the use of packers to extend the range, or having a bag full of bumpstops that are different by 1mm apiece.

    Other than that, the bumpstops in AMS2 act as supplemntal progressive springs with a spring rate at initial engagment and exponent based on deflection.

    Whether or not you chose to use them on certain types of vehicles that could benefit from them is up to you. But you can use them. After that its just a matter of testing as @DaWorstPlaya suggested to determine the proper point of engagement in relation to the main suspension components.
     
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  12. Kuku

    Kuku Flying Kiwi AMS2 Club Member

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    well I did say not too many situations… not none .
    And seeing how stiff the modern f1 cars are and the difficulty that poses for drivers and engineers shows that there’s trade off in whatever they do . And they know everything about there car’s properties and still get it wrong .
    they still have to put it on the track and test to compare there mathematical simulation to how it feels under the driver .
    It’s the same here , you’re testing the extremes and react to how it feels , how does it effect drivability.

    I note in the examples you show in page 1, that you’re not running the actual rates in set up menu, but basic unmeasurable units instead .
    I would have thought you would want that information to be available first and foremost, before knowing the exact compression of a bump stop .
     
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  13. steelreserv

    steelreserv Well-Known Member Staff Member AMS2 Club Member

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    Fun fact on the side wrt F1, particularly more modern F1.

    We all know there is a very limited amount of space between the ground and the plank, somewhere around 2.5 to 3.0cm, static.

    A lot of the reduction in rh caused by compression from the aero (i'd say at least half maybe more) is tire deflection alone, so this gives us an idea of how stiff F1 cars need to be, especially in a straight line.

    One area I have found benefit from bumpstops would be using the 3rd element or main element bumpstops to manage high speed ride heights. This can be tricky at places like the braking zone at tamburello.
     
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  14. Alexeon10

    Alexeon10 New Member

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    Hi, I was trying this tool for visualizing telemetry in Motec, in particular I'm interested in ride heights. From the shared memory file I see ride heights have their channel but they don't show in the logged file, as if the logger does not save the data coming out of the channels. Is this normal or did I miss something?
     
  15. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    Ride height is recorded and can be seen in MoTec
     
  16. Alexeon10

    Alexeon10 New Member

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    And which are the channels? Because in the Motec workspace provided in the Github repo, Ride Height is calculated using only Susp Pos channels but it is not correct.

    EDIT: I found your workspace with the correct channels, thank you very much!
     
    Last edited: Jan 14, 2025
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  17. shadow82

    shadow82 Member

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    Do we know what physical reference is used to get the height ? Is it different or the same than the one used in the setup screen ?
     
  18. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    They give the same values so I assume they use the same reference. However, I do not know what the reference is for the ride height
     
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  19. newtonpg

    newtonpg Active Member AMS2 Club Member

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    @shadow82

    AFAIK all AMS2 physics are officially undocumented, most references belongs to PC2 and it seems to have been ported to AMS2, Ride Height among them.

    Studing RH in telemetry (Motec, Second Monitor and the dead RST) I've observed (1) stat_start value have nonsense to me but maybe useful don't know (2) parked at box at full brakes (3) parked at box brakes released (4) parked in a "flat" surface. All of those values can be close in some cars to very different in others.

    The last measure (item 4) varies constantly each section of the track, lap after lap, and have no use to me.
    The very first is used by Second Monitor (maybe due to practical reasons by the author, don't know) as a reference point and is satisfactory for some cars.
    Items 2 and 3 are the most useful to me and I pick item 3 (parked at box without brakes) since item 2 give higher suspension and ride height values and are probably influenced by applied brakes.

    Anyway, we need to stablish a reference point to the stable position of ride height (and also suspension position) to proceed other calculus.

    PS: RH in setup screen seems to be measured with car on jacks
     
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  20. hb22

    hb22 Member

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    Does anyone else sometimes find that the ride height on the HUD changes/refreshes so fast as to be unreadable? Maybe it could instead show a .5 second average or something?
     

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