hi everyone in the last video we talked
a little bit about the general handling
of the car in this video I want to focus
more on the springs and the shocks of
the car uh one thing though that I
forgot to mention in the first video it
I'll actually just show you so if I hit
play and I hit F10 I can actually move
around and you can see that the tires of
the car are going into the ground a
little bit and the reason for this is
that we haven't actually specified uh
the radius of the to ties so if you
bring up your your front and back wheel
you can see that there's uh under under
the wheel there's a bunch of properties
which I won't really get into but the
shape radius is uh the main thing that
we're looking at so if you if you find
the blueprint of your car and you drag
it into the world you can actually go
to the front
view and if you click and drag the
middle Mouse button uh you'll actually
get uh a measurement of of of the radius
so I'm getting 40 here but you can see
it's snapping to the grid so it's a
little bit less than 40 so I'm just
going to call it 35 so I'll set 35 to be
the
radius for both the front and the
back and now if I go back here don't
need this uh if I hit play and I hit F10
now you can see if I go to the side the
the car the tires are not penetrating
anymore so it looks a lot better so
that's just something uh I want to
mention another thing is uh in between
the the tutorial videos I just added
this little ramp here so this is uh just
a bsp box which is 2,000 in the x 500 in
the Y uh and rotated 10° but we'll get
to that in a little bit so uh the first
thing I want to look at is the shocks so
to do this I'm going to take the the
player start and set the Z to 500 so now
if I hit play you can see the car falls
to the ground and it doesn't really
bounce or anything which is what I would
expect from a normal regularly tuned car
but let's make this a little bit more
exaggerated if if you go into the tires
under suspension you can actually see
there's this suspension Max drop the way
this works is uh it's the it's the
distance that the tire can drop past the
resting point the resting point of the
tire is just the skeleton position of of
the tire so it might be easier to see if
I just set this to something like 100
and 100 for both front and the back now
if I hit play you can see that the tires
actually extend 100 cm below the the
resting
position uh so another thing you can see
is that the the car the spring it
compresses quite gradually but we can
actually change this so uh if we go and
look at the suspension damping ratio
this just gives you how much the spring
is is going to damp so if I if I make it
a smaller value like
0.5
then they'll be much less damping and
you can see the car Falls a bit faster
um similarly if I if I make this very
big now it compresses even more
gradually um the next let's just set
this back to one though the next thing
that I want to look at is the suspension
Max race so this is pretty much exactly
the same as the max drop except in the
opposite direction so this is how far up
the tire can go past its resting points
so if we make this
100 and this
100 um and we hit
play now actually to really be able to
see this we need to reduce the damping
rate so let's set this back to 0.
five five so
now the problem now is that the the body
of the car is actually hitting the
ground so to fix that I'm just going to
bring up my physics asset of the car and
just for now so that we can see this a
little bit better uh I'm just GNA I just
hit W there I'm just going to bring up
the the body so that the car can drop a
little bit more so you can actually see
the tires going through through the
measure um so the the other thing is you
have this natural frequency which you
can play with so the higher the the
number the sort of faster the spring is
going to oscillate so if I make this
15 you can see it's it's much faster if
I make make it very
low actually just to see what happens
you can also play with you know the
front and the back they don't have to be
the same so if I make the front uh very
low and in the back very high you'll see
some interesting effect yeah so um
anyway so that's that you can play with
all these values and and see what you
like I'm just going to bring these all
back now to the way they were and uh
I've also I've also changed the all
these back to the default values just in
case from the last video you still have
some uh strange setup and let me
actually reset this
so uh I'll pick
box okay so now we are back to our
normal car now the next thing I want to
talk about is the moment of inertia so
if I go off this ramp you can see the
car kind of tilts forward a little bit
uh and you know in a lot of racing games
you don't want that you want to have a
nice sort of Arc so one way to fix that
is to uh bring up your car go to
defaults and if you search for inertia
you can see this so we talked about this
a little bit in the previous video but
just to recap uh this just represents
how hard it is to rotate along each axis
so the y- AIS if you if you look at the
component uh the Z the sorry the x- axis
is going forward the z-axis is going up
and the Y AIS is sort of uh going this
way so what would be nice is if we made
it hard for the car to rotate this way
uh it would make it would make it uh
give us like a nicer Arc so if we set
this to something like five and now we
start now if I go off this
ramp you can see the car rotates a
little bit differently I mean you you
can also see the the side effect which
is that when it tilts forward and then
takes longer for it to tilt backwards so
you obviously want to play around with
these settings but um it's it's still
very powerful and and will allow you to
get any sort of effect that you're
you're going for so that's it for shocks
and springs and uh I think this actually
will wrap up these car videos for now if
you have any more questions uh please
let me know I can I can cover lots of
this stuff in depth uh so yeah hope hope
that answered some of your questions uh
take care
bye