Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Basically on the handling graph. The red line is neutral. The yellow line is how your car performs.
So if the yellow line turns down, it understeers. If it turns up it oversteers.
If it suddenly turns up, that is snap oversteer.
There are differences in Automation's and BeamNG's simulation. So don't expect it to be a 1 to 1 direct translation.
Check your weight distribution too, to get an idea of what you need to do. A rear heavy FWD car would be a real challenge to sort understeer out on, for example.
Wish this game had a more advanced suspention tuning mode, everything else works fine in both games.
Actually, I have a bit of an issue with this. Even though according to the graph it appears to be terminally understeering, the game often complains about the opposite, which correlates with the behavior in BeamNG.
Thanks for the suspension video you posted, it helped me setup the suspension correctly.
Thanks, i will keep this in mind when designing future vehicles.
https://youtu.be/GiW244E85lw