Advanced Suspension Maker SDK

Build custom, fully-animated suspension for CarX Drift Racing Online

Hub Arm Shock Axle

Get started Browse tutorials View on GitHub

Build your own suspension for CarX

Advanced Suspension Maker (ASM) turns a suspension model into a rig that moves for real in CarX Drift Racing Online — arms swing, struts telescope, springs squash, solid axles roll.

You don’t animate anything. You mark up the model, pick a Role for each marker, and bake one small file. The mod drives it from the car’s actual wheel movement: travel, steer, camber, roll.

Where the markers go on a MacPherson corner


Start here

   
🚀 Getting Started The full walkthrough: mark up a corner, build, bake, install.
🧭 Tutorials One step-by-step guide per suspension type, each with a diagram.
🔧 Full walkthrough The long-form version, start to finish.
📐 FL corner reference Every marker of one corner, spelled out.

Pick your suspension type

Type Use it for Guide
MacPherson strut most front ends (GT86, E36 front) 01-macpherson
Double wishbone sports/race front or rear 02-double-wishbone
Multilink modern rear (3–5 links) 03-multilink
Trailing arm BMW E36/E30 rear, older rears 04-trailing-arm
Cantilever / pushrod inboard shock, race cars 05-cantilever-pushrod
Solid / live axle beam axles, swaps, trucks 06-solid-axle

How it works

You place markers, the SDK organises them, the mod animates them.

Data flow: Unity to game

The five roles

One KSuspBone component per marker — pick a Role and a Corner, and the Inspector shows only the fields that role needs.

Role Goes on What it does
Hub the upright / knuckle follows the game wheel: travel, steer, camber
Arm any link, arm or rod rotates about its inner pivot toward a hub target, stretching to stay attached
Shock spring + damper pins at the tophat, locks its bottom to the lower mount, twists with the hub
RidesWithHub brake, caliper, rotor rigidly bolted to the hub
Axle a solid/live axle beam spans both wheels — rides their midpoint and tilts between them

Inspector cheat-sheet


The five-minute version

  1. Mark up the model — an empty at each pivot, ball joint and mount.
  2. Add KSuspBone to each → set Role + Corner.
  3. Tools ▸ KSL ▸ Build Rig Hierarchy — sorts it into Root → Front/Rear → FL/FR/RL/RR.
  4. Tools ▸ KSL ▸ Attach Parts to Bones — binds your meshes.
  5. Set Car Id + Setup Name on KSuspensionRoot.
  6. Tools ▸ KSL ▸ Bake Suspension Descriptor → save the .ksusp.
  7. Drop it in …\CarX Drift Racing Online\kino\suspensions\ and fully restart the game.

Bone hierarchy tree


Two rules that fix 90% of problems


Requirements


MIT licensed. This project ships only original code and documentation — no game assets, no decompiled code, no third-party binaries.