Advanced Suspension Maker SDK

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

Hub Arm Shock Axle

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Steering rack translation

The rack slides sideways as you steer, and the inner tie-rod ends ride it — so the tie rods pivot from a moving inner point instead of a fixed one. It’s the small detail that makes a steering rig look real. The role is Rack, and it lives at the front.

This animates the rack body + inner pivots. Your knuckles/steering rods still do the actual steering; this just makes the rack track it.

Steering rack

Parts → roles

Real part Marker Role Settings
front upright / knuckle (each side) FL_Hub / FR_Hub Hub Wheel Rotation = SteerCamber
the rack bar SteeringRack Rack Slide Axis = lateral (across the car) · Slide Scale (m/deg) · Max Slide (m)
inner tie-rod point (each side) FL_TieInner / FR_TieInner (no component) a marker parented UNDER the Rack
tie rod (each side) FL_TieRod / FR_TieRod Arm Inner Pivot = FL_TieInner (on the rack) · Outer Target = FL_Knuckle (on the hub) · Telescopes ON

Hierarchy

Front
├── SteeringRack         Rack · Slide Axis = lateral
│   ├── FL_TieInner          (no component — inner tie-rod point, ON the rack)
│   └── FR_TieInner          (no component)
├── FL
│   ├── FL_Hub               Hub · SteerCamber
│   │   └── FL_Knuckle       (no component — the tie rod's outer target)
│   └── FL_TieRod            Arm  (Pivot = FL_TieInner → Target = FL_Knuckle)
└── FR                       ... mirror of FL

The two inner tie-rod markers are children of the Rack — that’s the whole trick. When the rack slides, they slide with it, and the tie-rod Arms (which pivot about them) follow automatically.

What makes it different

Setup, step by step

  1. Put a Hub on each front side (SteerCamber) — the rack reads its steer from these.
  2. Put a KSuspBone on the rack mesh, Role = Rack. Set Slide Axis to its local lateral axis.
  3. Add an empty at each inner tie-rod joint (FL_TieInner, FR_TieInner) and parent them under the Rack bone. No component on these.
  4. Add an empty on each hub for the tie rod’s outer end (FL_Knuckle, …).
  5. Rig each tie rod as an Arm: Inner Pivot = its *_TieInner (on the rack), Outer Target = the knuckle (on the hub), Telescopes ON.
  6. Build Rig HierarchyBake .ksusp. The report should say … and 1 rack(s).
  7. In game, tune Slide Scale (and Max Slide) until the rack travel matches the steering.

Type gotchas