NWH Wheel Controller 3D
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    Class Damper

    Suspension damper (shock absorber) controlling spring oscillation. Uses dual-slope damping: slow speeds for body control (cornering), fast speeds for bump absorption. Bump = compression (wheel up), Rebound = extension (wheel down). Start rates at 5-20% of spring maxForce. Bump typically equals or slightly less than rebound.

    Inheritance
    object
    Damper
    Namespace: NWH.WheelController3D
    Assembly: NWH.WheelController.dll
    Syntax
    [Serializable]
    public class Damper

    Fields

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    bumpDivisionVelocity

    Velocity (m/s) where bump damping switches from slow to fast. Lower (0.02-0.04): softer over bumps. Higher (0.08-0.15): more body control.

    Declaration
    [Range(0, 0.2)]
    [Tooltip("Velocity threshold for bump damping transition. Lower = softer over bumps.")]
    public float bumpDivisionVelocity
    Field Value
    Type Description
    float
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    bumpRate

    Bump damping rate (Ns/m). Comfort: 1000-2000, Sport: 2000-4000, Race: 3000-6000. Too high = harsh impacts. Too low = excessive dive under braking.

    Declaration
    [FormerlySerializedAs("maxBumpForce")]
    [Tooltip("Bump damping rate in Ns/m. Higher = stiffer compression damping.")]
    public float bumpRate
    Field Value
    Type Description
    float
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    fastBump

    High-speed bump coefficient. 0.3-0.6: soft (comfort/off-road), 0.6-1.0: balanced, 1.0-2.0: stiff (racing). Lower = better bump absorption, higher = more chassis stability.

    Declaration
    [Range(0, 3)]
    [Tooltip("High-speed bump damping coefficient. Lower = better bump absorption.")]
    public float fastBump
    Field Value
    Type Description
    float
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    fastRebound

    High-speed rebound coefficient. Controls wheel return speed after compression. 0.3-0.6: quick return, 0.6-1.0: balanced, 1.0-2.0: slow return. Match or slightly exceed fastBump for stability.

    Declaration
    [Range(0, 3)]
    [Tooltip("High-speed rebound damping coefficient. Controls wheel return speed.")]
    public float fastRebound
    Field Value
    Type Description
    float
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    forceMagnitude

    Current damping force (N). Positive = bump, negative = rebound.

    Declaration
    [NonSerialized]
    [ShowInTelemetry(NaN, NaN, null, null, 1)]
    [Tooltip("Current damping force in Newtons. Positive=bump, Negative=rebound.")]
    public float forceMagnitude
    Field Value
    Type Description
    float
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    reboundDivisionVelocity

    Velocity (m/s) where rebound switches from slow to fast. Typically slightly lower than bumpDivisionVelocity.

    Declaration
    [Range(0, 0.2)]
    [Tooltip("Velocity threshold for rebound damping transition. Affects tire contact.")]
    public float reboundDivisionVelocity
    Field Value
    Type Description
    float
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    reboundRate

    Rebound damping rate (Ns/m). Typically equal to or slightly higher than bump rate. Comfort: 1000-2500, Sport: 2500-4500, Race: 4000-7000. Too high = packs down, too low = oscillates.

    Declaration
    [FormerlySerializedAs("maxReboundForce")]
    [Tooltip("Rebound damping rate in Ns/m. Controls suspension extension speed.")]
    public float reboundRate
    Field Value
    Type Description
    float
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    slowBump

    Low-speed bump coefficient for body control (roll, dive). 0.8-1.2: comfort (default), 1.2-1.6: balanced, 1.6-2.5: sport/race.

    Declaration
    [Range(0, 3)]
    [Tooltip("Low-speed bump damping. Controls body roll and dive. Higher = less body movement.")]
    public float slowBump
    Field Value
    Type Description
    float
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    slowRebound

    Low-speed rebound coefficient. Should be slightly higher than slowBump to prevent oscillation. 1.0-1.4: quick return (default), 1.4-1.8: balanced, 1.8-2.5: slow/stable.

    Declaration
    [Range(0, 3)]
    [Tooltip("Low-speed rebound damping. Controls body motion recovery. Higher = slower return.")]
    public float slowRebound
    Field Value
    Type Description
    float

    Methods

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    CalculateDamperForce(in float)

    Calculates the damping force based on suspension velocity. Uses dual-speed curves for both bump and rebound. Automatically selects appropriate damping based on direction and speed.

    Declaration
    public float CalculateDamperForce(in float velocity)
    Parameters
    Type Name Description
    float velocity

    Suspension velocity in m/s. Positive = compression, Negative = extension

    Returns
    Type Description
    float

    Damping force in Newtons. Opposes the suspension movement direction

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