Advanced Suspension Maker SDK

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

Hub Arm Shock Axle

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Suspension tutorials — one per type

A separate, step-by-step guide for each suspension type, each with an accurate diagram. Read the shared basics below once, then jump to your type. All of these build with the current locked system (no axis/flip picking — you pose parts in the scene and the mod keeps that orientation).

Type When you’d use it Tutorial
MacPherson strut most front ends (GT86, E36 front, etc.) 01-macpherson.md
Double wishbone sports/race front or rear (upper + lower A-arms) 02-double-wishbone.md
Multilink modern rear (3–5 separate links) 03-multilink.md
Trailing / semi-trailing arm BMW E36/E30 rear, older rears 04-trailing-arm.md
Cantilever / pushrod inboard shock (race cars, customs) 05-cantilever-pushrod.md
Solid / live axle beam axle: live-axle drift cars, swaps, trucks 06-solid-axle.md

Add-ons (layer these on any type above)

Add-on What it adds Tutorial
Driveshafts / prop shaft spinning halfshafts + centre prop shaft (AWD-ready) 07-driveshafts.md
Anti-roll bar (sway bar) a bar that twists with the left↔right travel difference 08-anti-roll-bar.md
Steering rack the rack slides with steer; inner tie-rods ride it 09-steering-rack.md
Rig / bone visualiser see the invisible skeleton in Unity + in game (F8) 10-debug-overlay.md

Long-travel offroad and 6×6 are planned — see ../../ROADMAP.md.


Shared basics (true for every type)

The roles (one KSuspBone per marker, pick a Role + Corner)

Role Goes on Key fields
Hub the upright/knuckle Wheel Rotation = SteerCamber
Arm any link/arm/rod (control arm, tie rod, trailing arm, pushrod) Inner Pivot (chassis end) · Outer Target (hub point) · Telescopes = ON
Shock the spring/damper assembly Tophat, Lower Mount, Spring Bone, optional Body Bone, Tophat Rotates, Body Anchored At Tophat
RidesWithHub rigid bits bolted to the hub (caliper, rotor) Corner only
Axle a solid/live axle beam spanning both wheels Left Mount · Right Mount (one marker under each Hub) · Stretch = OFF
Driveline a spinning shaft — halfshaft or prop shaft Spin Source, Spin Axis, Spin Scale; halfshaft also uses Inner Pivot + Outer Target. See 07
SwayBar an anti-roll bar spanning both wheels Left Link · Right Link (one under each Hub) · Torsion Axis · Twist Scale. See 08
Rack the steering rack (front) Slide Axis · Slide Scale · Max Slide; parent the inner tie-rods under it. See 09

Tip: turn on the rig / bone visualiser to see every one of these relationships as a coloured line while you place the markers — in Unity and in game (F8).

How each role moves

Naming convention

CORNER_<Part> on the bone, CORNER_<Part>_end on the hub-side target. Prefix every object with its corner (FL_ FR_ RL_ RR_). See GETTING_STARTED.md Step 2.

Build order (every type)

  1. Tools ▸ KSL ▸ Build Rig Hierarchy (Rig root = your rig root).
  2. Tools ▸ KSL ▸ Attach Parts to Bones (Parts root = the mesh group, Bone root = rig root).
  3. Set Car Id + Setup Name on KSuspensionRoot.
  4. Tools ▸ KSL ▸ Bake Suspension Descriptor → save the .ksusp.
  5. Drop the .ksusp in …\CarX Drift Racing Online\kino\suspensions\.
  6. Fully restart the game (the .kse mod loads at startup; “Reload config” only re-reads .ksusp).

Two placement rules that fix 90% of problems

Picking between several setups for one car

Drop multiple .ksusp in the folder; the KSL menu’s Setup (this car) picker lists every one matching the loaded car — click to switch live. (Or pin one in config.json.)