NWH Vehicle Physics 2
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    Class DownforcePoint

    Represents a single point on the vehicle where aerodynamic downforce is applied.

    Inheritance
    object
    DownforcePoint
    Namespace: NWH.VehiclePhysics2.Modules.Aerodynamics
    Assembly: NWH.VehiclePhysics2.dll
    Syntax
    [Serializable]
    public class DownforcePoint
    Remarks

    actualForce = maxForce * (speed / maxDownforceSpeed)^2, so the point does almost nothing at low speed. The usual setup is one point per axle: front bias cuts high-speed understeer, rear bias adds straight-line stability. Keep them low, near wheel height, since a high point turns downforce into a pitch moment. Drawn as a red sphere gizmo while AerodynamicsModule is selected.

    Fields

    maxForce

    Maximum downforce in Newtons that can be applied at this point.

    Declaration
    [Tooltip("Maximum force in [N] that can be applied as a result of downforce.\r\nPutting in a too large value will make the vehicle bottom out at high speeds if suspension is too soft.")]
    public float maxForce
    Field Value
    Type Description
    float
    Remarks

    Reached at the AerodynamicsModule's maxDownforceSpeed; below that the force scales quadratically. Per point: 100-500 N street, 500-2000 N sports, 2000-5000 N GT, 5000 N and up formula. Keep the total across all points under 50-80% of vehicle weight unless the suspension is race-spec, or it bottoms out at speed.

    position

    Local position relative to the vehicle transform where downforce will be applied.

    Declaration
    [Tooltip("Position relative to the vehicle at which downforce will be applied. Marked by red sphere gizmo.\r\nY component should be at about the spring anchor height (i.e. WheelController position).")]
    public Vector3 position
    Field Value
    Type Description
    Vector3
    Remarks

    Vehicle local space: +X right, +Y up, +Z forward. Keep Y at or below the WheelController spring anchor height; higher gives the force a moment arm and the car turns pitch-sensitive and unstable at speed. Examples, front then rear: FWD car (0, 0.2, 1.5) and (0, 0.2, -1.5), rear-engine (0, 0.2, 1.2) and (0, 0.2, -1.8), formula car (0, 0.1, 1.8) and (0, 0.1, -1.8).

    See Also

    AerodynamicsModule
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