Learn spring and damper from LFS

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Learning how spring and damper works from Live For Speed and Colcob's LFS Suspension Analyser

I post this here so we can learn together how to tweak our car better. Even though LFS and GT4 have differences, I think the basic priciple still the same.

You can download LFS here and Colcob's LFS Suspension Analyser here. LFS stands for Live for speed, a car game that is intended to be closer to simulation instead of arcade. Colcob's LFS Suspension Analyser is an excel file that can be use to analize LFS suspension setting.

For this experiment I use LFS alpha version S1H (at writing, newest is S2W), with XR GT car. XR GT info: Rear wheel drive, 1167kg (2572lbs), weight distribution: 54.0 F / 46.0 R. I intent to see what happen when we change spring rate and damper on LFS. As start see this video:
http://d.turboupload.com/d/1760304/LFS_various_spring_and_damper_change.avi.html


First, let's read some explanation about spring and damper:
"The roles of a spring and a damper are multiple. The role of a spring is to carry the static weight of a body and to isolate the chassis of the vehicle from the vibration caused by road excitation and driving manoeuvres, which affect the ride comfort (Sun et al. 2002). On the other hand, the role of the spring is to insulate the wheel from excitation caused by movements of the chassis, which for its affects the handling of the vehicle (Woods & Jawad 1999). The role of a damper is to suppress the vibrations of the chassis as well as the wheels."


Spring
Spring supposed to support the car's weight. A spring too weak can make the car bottoming out even on static position. Enough spring stiffness to prevent bottoming out during static condition can be not enough during other condition like when doing hard braking or cornering.

Colcob's LFS Suspension Analyser can help us see how spring change car behaviour. On suspension page we can see many usefull graph that help us know how the car will behave. For this post I only use some of them, namely Weight Transfer Analysis, Suspension Loads and Travel, and Damping Analysis. As starting point I use this setting:

Code:
XR-GT	SUSPENSION
=======================
Rear Suspension Travel (m)      0.2       Front Suspension Travel (m)     0.2
Rear Spring Rate (kN/m)         6.0       Front Spring Rate (kN/m)        6.0 
Compression Damping (kNs/m)     0.6       Compression Damping (kNs/m)     0.6 
Rebound Damping (kNs/m)         0.6       Rebound Damping (kNs/m)         0.6 
Rear Anti-Roll (kN/m)           0.0       Front Anti-roll (kN/m)          0.0 
Track (m)                       1.51      Track (m)                       1.51


Lateral G                       0
Longitudinal G                  0

I use high ride height and minimum spring rate, damper and anti roll.


This will have graphs like this:


On LFS it will look like this:


http://d.turboupload.com/d/1760619/0_lowest.avi.html


According to the Suspension Loads and Travel graph, the car have zero suspension travel left, the car is bottoming out.


To get more suspension travel, we need to increase spring stiffness. Since I use 0.2 m suspension travel, lets adjust to create 0.1 m suspension travel left. This is the new value:
Code:
Rear Spring Rate (kN/m)        26.8       Front Spring Rate (kN/m)       30.9

This will have graphs like this:


On LFS it will look like this:


http://d.turboupload.com/d/1760641/1_spring_change.avi.html


It is interesting that in order to get the same suspension travel we need to use different spring stiffness for front and rear. The car has 54% weight at front distribution, heavier front end need stiffer spring rate to get equal suspension travel. If we look at Damping Analysis graph we can notice too that suspension frequency for front and rear now are same at 1.58Hz, where previously at 0.75Hz and 0.70Hz respectively. Also notice that by increasing spring stiffness we increase suspension frequency too. 1 Hz is 60 bounce a minute.


Now let see how the car behave if we add force to it. I change Longitudinal G to 1 (accelerate).
Code:
Longitudinal G                  1

This will have graphs like this:


We now see that there is weight transfer (-2904.8) and there is a change in suspension travel. During this stage, if we use stiffer spring we will have increased weight transfer. For instance, if we increase the front spring rate to 50 it will change weight transfer to -3005.6.


Now let see we add another force to it. I change Lateral G to 1 (turning right) and change back front spring to 30.9.
Code:
Lateral G                       1

This will have graphs like this:


We can see that now the left rear spring travel is bottoming out and right front is pulled out to max. We certainly don't want this to happen on track since this can result in sudden tire traction loss. In order to avoid that we can increase spring rate or add anti roll (to fight back lateral force).



Damper
Damper help spring isolating wheel and car body. They do it by stopping suspension movement.

As starting point I use this setting:
Code:
XR-GT	SUSPENSION
=======================
Rear Suspension Travel (m)      0.2       Front Suspension Travel (m)     0.2
Rear Spring Rate (kN/m)        26.8       Front Spring Rate (kN/m)       30.9 
Compression Damping (kNs/m)     0.6       Compression Damping (kNs/m)     0.6 
Rebound Damping (kNs/m)         0.6       Rebound Damping (kNs/m)         0.6 
Rear Anti-Roll (kN/m)           0.0       Front Anti-roll (kN/m)          0.0 
Track (m)                       1.51      Track (m)                       1.51


Lateral G                       0
Longitudinal G                  0

This will have graphs like this:


On LFS it will look like this:
http://d.turboupload.com/d/1760656/2_spring_no_damper.avi.html

According to the Damping Analysis graph, the car is currently under damping. So we need to increase the damper value. I adjust the damper to create 50% optimum damping for compression (bound) and optimally damper for rebound. This is the new value:
Code:
Compression Damping (kNs/m)     2.1       Compression Damping (kNs/m)     2.5 
Rebound Damping (kNs/m)         4.2       Rebound Damping (kNs/m)         4.8

This will have graphs like this:


On LFS it will look like this:
http://d.turboupload.com/d/1760688/3_spring_have_damper.avi.html

We can notice that we need a stiffer damper to get the same optimum daping ratio for heavier part of the car (front end).


A change of spring stiffness require a change of damper stiffness, or it will change the damping ratio. For instance if we change spring stiffness to:
Code:
Rear Spring Rate (kN/m)        148.8       Front Spring Rate (kN/m)      148.8

The car will now under damped.
This will have graphs like this:


On LFS it will look like this:
http://d.turboupload.com/d/1760692/4_stiff_low_damper.avi.html

In order to make the car have better damping, we should stiffen the damper. To make 50% optimum damping, this is the new setting needed:
Code:
Compression Damping (kNs/m)     5.1       Compression Damping (kNs/m)     5.4 
Rebound Damping (kNs/m)        10.0       Rebound Damping (kNs/m)        10.7

This will have graphs like this:


On LFS it will look like this:
http://d.turboupload.com/d/1760697/5_stiff_stiff.avi.html



This is a long post, but I hope you all can understand easily. With the help of Colcob's LFS Suspension Analyser, we can use LFS to learn how spring and damper works. If you discouraged by my post very bad video quality, you can download LFS and have 3 car available to play for free. It is hard to find other game with a convenient drop button for our experimenting purposes :).

Some question may arise around compatibility between LFS suspension behaviour with that of GT4, lets discuss it. It would be cool if we can create spreadsheet like Colcob's one for GT4. But is it possible ?
 
Oh if only GT had this level of information available in game ... and actually used it.

I tried for quite some time to come up with Spring Rate and Damper Rate formulae for GT and altho' I did get some results, in the end I was having to make too many assumptions and WAG's to make it plausible.

Yes, I have spreadsheets you can plug some numbers into and get sensible (ish) answers but you still have to do endless testing to determine if the changes you made were beneficial or illusiory.

I shall be giving LFS a try this week (downloaded it a little while ago but have been too busy). I'm hoping for good things in the physics department. Let's see what it feels like.
 
Glad to see that you have had a chance to play around with LFS Suchayo, I would however strongly recommend the S2 version as its quite an improvement.

Utilising these tools for GT4 would be quite different as GT4 simply does not have the range of adjustments (or settings for that matter) to make use of these effectively. LFS allows both softer and firmer set-ups in almost all areas, as well as taking into account the actual nature of the suspension set-up on the car.

One slight issue I have with the excel spreadsheets (and I am being picky here) is that when the travel effectively bottoms out that would increase the true spring rate to that of the bump-stops, which would be very, very , very stiff into comparison to the actual springs (and keep [potentially rising) as the load increased.

I do however have to admit that I'm not exactly sure if this belongs in the GT4 section, as it may be more applicable in the NFS section.

Regards

Scaff
 
I tried for quite some time to come up with Spring Rate and Damper Rate formulae for GT and altho' I did get some results, in the end I was having to make too many assumptions and WAG's to make it plausible.
I see.

Yes, I have spreadsheets you can plug some numbers into and get sensible (ish) answers but you still have to do endless testing to determine if the changes you made were beneficial or illusiory.
Let's hope PD will grant our wish as a tuner, by giving a tool to measure tuning.

I shall be giving LFS a try this week (downloaded it a little while ago but have been too busy). I'm hoping for good things in the physics department. Let's see what it feels like.
One thing I feel really different from GT4 is the way the car react when suspension bottoming out. Maybe there is more.


Glad to see that you have had a chance to play around with LFS Suchayo, I would however strongly recommend the S2 version as its quite an improvement.
Yes, I play using the S2W. The reason I use S1H is because there is a change on suspension range on later version of LFS that would make the Colcob's spreadsheet and the LFS setting range do not match.

Utilising these tools for GT4 would be quite different as GT4 simply does not have the range of adjustments (or settings for that matter) to make use of these effectively. LFS allows both softer and firmer set-ups in almost all areas, as well as taking into account the actual nature of the suspension set-up on the car.
Yes. It would be cool if PD give us more tool to tune our car.

One slight issue I have with the excel spreadsheets (and I am being picky here) is that when the travel effectively bottoms out that would increase the true spring rate to that of the bump-stops, which would be very, very , very stiff into comparison to the actual springs (and keep [potentially rising) as the load increased.
I see. What value from the spreadsheet need to be corrected, loads on wheel?

I do however have to admit that I'm not exactly sure if this belongs in the GT4 section, as it may be more applicable in the NFS section.
The reason I post this here is to hear GT4 player opinion, since I think LFS player already have a discussion for it. I post this not to show how to tune car in LFS, but how LFS car react when we change it's suspension setting. I use colcob's spreadsheet because it say's it using the same calculation as the LFS one by input from LFS developer.

One thing that I really want to be able to do in GT4 is to make the car over damped. And then a really soft spring rate, 0.5 Hz or so.
 
I see. What value from the spreadsheet need to be corrected, loads on wheel?
If the suspension on any given corner bottoms out, then the suspension effectively becomes a solid unit (no more travel so the spring and damper become irrelevant at that moment) with a spring rate that could be described as infinite. In reality its what ever spring rate the actual metal suspension components have, which would be incredibly high.


The reason I post this here is to hear GT4 player opinion, since I think LFS player already have a discussion for it. I post this not to show how to tune car in LFS, but how LFS car react when we change it's suspension setting. I use colcob's spreadsheet because it say's it using the same calculation as the LFS one by input from LFS developer.
Fair enough, lets see how it goes here in the GT4 settings section 👍


One thing that I really want to be able to do in GT4 is to make the car over damped. And then a really soft spring rate, 0.5 Hz or so.
I quite agree, unfortunately GT4 does not allow either very soft or stiff settings.

Regards

Scaff
 
If the suspension on any given corner bottoms out, then the suspension effectively becomes a solid unit (no more travel so the spring and damper become irrelevant at that moment) with a spring rate that could be described as infinite. In reality its what ever spring rate the actual metal
suspension components have, which would be incredibly high.
I see. Thanks :).
 
Interesting stuff. As usual i'll have to wait till i'm sober to fully comprehend it, tho! :cheers:
 
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