Had an urge to make a few freeware tools for myself after losing internet some time ago and not being able to access some of my resources, which are on the internet. Extremely embarrassing, so I decided to fix it.
One is a torsion bar calculator to get bar rates from a simplified antirollbar model, similar to Fred Puhn's method, just in metric. This one works pretty well, I'm decently sure about it.
View attachment 460874
The other is a frequency/damping analyzer to output some stuff that isn't shown in AC's in-game apps. Naturally, it will work for any good sim, as long as you put in the right stuff. That goes for the ARB sheet too. I'm not completely sure about some of the unsprung calculations, I need to still consult Milliken's work and Dixon's work to make sure.
View attachment 460883
Later I want to make a suspension analyzer as well. I'm not too keen anymore on relying on other people's work. That however will be somewhat more involved than these sheets. No promises.
Like I said these are freeware and open-source, so if someone wants them, give me a PM.
Perhaps at a later date once all of my tools are decently developed, I will post links to Google Sheets entries and the Excel files here on RD, so that we have free, easy-to-use-with-AC physics resources. Mainly for the up and coming new creators. No promises.
Shout out to CSP Discord for helping out with verifying many of the calculations.
EDIT: Definitely no promises on that suspension geometry tool. On second thought 2D outputs are very much so not useful at all (I was hoping at least camber can come out fine, but no) and I'm not going to start figuring out a kinematic method. I don't get paid enough for that ****.
However do expect more AC-specific tools. I'm making a solver for packers right now.
EDIT 2: And that packer solver is done.
View attachment 461008
Packers are THE most common question and I'm tired of answering it. This tool will output your in-game values to use in suspensions.ini.
DWB is completely accurate, but STRUT has minor inaccuracy because it has some weird stuff going on with sprung masses moving around and a badly implemented motion ratio being in place.
So you will need to know the motion ratio of the system at the height you are intending to build it at and your geometry should be precise as well.
In-game I got a SUSTRVL of 0.1843 at design height, while this outputs 0.1846 as you can see, so if your numbers are right, it is good enough. You should still check it ingame.