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Load sensitivity is in relation to weight on the tyre and I dont believe its effected by lateral/longitudinal force. This is what causes heavier cars to have less grip.
And as for the inconsistency, tyres export differently based on how heavy the car is, this might be why your front and rear values are different.
I'm not sure when you did the exports to test this, but the sliding coef should be 1.25, and both stribeckexponent and stribeckvelmult should be 2.something. currently.
The inconsistent appearing loadsensitivity values are from a system developed with the help of the BeamNG physics devs, which gives more correct increase and decrease in grip vs tyre width vs load/vehicle weight from exports. We did a heap of testing on this one, and the values is using now, while they might seem a bit odd, produced the best and most accurate results.
FullLoadCoefficient can effectively be ignored, it's never really reached besides in very extreme circumstances. It only exists as a kind of safety measure to make sure if you apply some rediculous load to the tyre it doesn't have 0 grip. It's set super low because it can ocassionally cause issues if set too high, but it's never going to actually impact useful performance of the tyre. This was also done on the suggestion of the beamNG devs.
The main tweaking of overall grip of tyres is done via NoLoadCoefficient, and this is what we tune to match peak G forces between Automation and Beam. In general you should see very similar peak Gs between the two games now, usually within a few percent. Although it'll vary from tyre to tyre as to how easy it is as a driver to get to that limit.
Automation tyres have long struggled with somewhat unpleasant behaviour in a slide, something I'd argue BeamNG cars do a little too, but to a lesser extent.
The latest version's tweaks I think have mostly fixed this now, broadly the approach was to raise StribeckVelMult (this basically lets you have a bit more sliding velocity before you transition all the way from static to sliding friction), and increased sliding friction somewhat (to prevent the really icy feeling loss of grip when sliding), but then stribeckexponent is set to give a reasonably sudden drop in grip when the transition from static to sliding friction *does* occur, to prevent the kind of wallowy drifty feeling where you can't really feel the tyres unsticking.
We did a lot of work with BeamNG physics devs, and with test driving from quite a few different people with a fair bit of real world and sim racing track driving experience, and that's what mostly guided the more subjective parts of the proccess (i.e things that unlike peak Gs etc are not measurable)
If you can find any strange outliers in the current numbers (as the ones in your spreadsheet appear to be out of date) i'd be interested to know, as it might help us find any remaining issues, but in general everything is functioning as expected now :)
Have you tried building any replicas with the most recent patch or are you just commenting based on past experience? Did you read my previous posts about how the Lexus LS400 you tried recreate came with summer performance tires (ie. high quality sports compound in Automation) and not the medium compound tires you were testing them with?
@Raufbold - Appreciate the time and effort you put into all this, but as Daffy said, a lot of changes were made since you started this project. About the only tire I found to be lacking in grip (this was at least 1-2 patches ago) relative to a Beam tire was the rally tire which seemed to overcorrect a bit for grip levels that were too high. I have not had a chance yet to test the latest patch to compare. My thoughts are the tires are better now than they ever have been, produce realistic laptimes around Road Atlanta (my benchmark track) and behave realistically in just about all situations. (Barring things like tire temperature and wear which is entirely a Beam limitation, not an Automation export problem).
Overall, thanks everyone for your comments - this is a great discussion!
P.S. Just checked the newly exported cars. It looks like a lot has changed:
The SlidingFrictionCoef is now 1.22 (why does this even matter if this is supposed to boost the FullLoadCoefficient? Or am I wrong?)
Stribeck Exponent and Velocity are now astronomically high at 2.2 - 2.3 (which supposedly makes tires more stable and helps REALLY make sure we never reach that minimum grip value?)
NoLoadCoef (max grip) has been slightly reduced to compensate (in my car it went down from 1.588 to 1.536 - not by a whole lot)
FullLoadCoef is now dirt low at 0.12 down from 0.7 in my car (hope I never reach it :)
Also, quality of tires is mostly regulated by NoLoadCoef. For the same tire:
Quality 10: 1.536
Quality 5: 1.475
Quality 0: 1.415
So roughly 0.06 per 5 quality with this particular tire
There are also some minor LoadSensitivity and FullLoadCoef changes, but they are very small
It's interesting though how the devs decided to completely walk away from BeamNG tire balance and created their own. I know it's not 1 to 1, but something apparently wasn't working
Sliding friction is about the loss of grip that occurs as the sliding velocity of the tyre increases, so once you get past that stribeck area of the static to sliding friction transition and the tyre is completely sliding how much grip is available still.
FullLoadCoef is only about force downward on the tyre (load or normal force), so anything about sliding has no connection with it.
For the stribeck related stuff, see my previous post regarding why both those numbers are high and what consequences that has :)
I just tested the car with different tire qualities on the Automation test track:
Quality 10 (1.536 NoLoadCoef): 2:08:933
Quality 5 (1.475 NoLoadCoef): 2:13:633
QUality 0 (1.415 NoLoadCoef): 2:15:997
The large difference between 10 and 5 compared to 5 and 0 is not random - it looks like there's a point where you feel quite comfortable with a car and then there's a point when you feel less comfortable. And while the 'more comfortable point' is unique, the 'less comfortable' points are all similar, resulting in more sliding here and there, making you drive slower overall. This is coming from a rookie driver though - maybe pros can feel those differences better and squeeze more performance out of 5 quality. It seems to me that I'm just immediately more cautious and therefore drive less aggressively, which results in this sudden drop.
0QT: 1:56.708
5QT: 1:55.391 (-1.317 sec)
10QT: 1:54.116 (-1.275 sec)
15QT: 1:53.631 (-0.485 sec)
(sports compound, 1985)
I purposely limited myself to 2 laps each. 1 practice lap, 1 flying lap with the flying lap being the recorded value. Adding quality behaved exactly as I would expect it to. There was more grip with each successive increase in quality, but with diminishing returns.