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Covet Tuning Help

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by SHOme1289, Dec 10, 2013.

  1. SHOme1289

    SHOme1289
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    Hello all, my first legit post. Here goes nothing.

    I definitely did a lot of searching and scouring the forums but to no avail, I read and re read the tutorial on car modding (the one using the covet as an example, 4wd etc) and I actually had success previously (before purchasing the game today) Now on a fresh install, went back into the Hatch Engine file and managed to bump the HP and torque quite a bit, and managed to get the Front and Rear LSD diffs in place, all is working. But for some reason, I accelerate to about 30 mph and the revs go to the limiter, and jumps from 1st gear to 5th gear and revs out, almost as if the clutch burned out. I already changed the clutch torque etc and still is doing the same thing. I tried and tried to see if anything I did was wrong, in comparison to the aforementioned tutorial, not sure why its not working now. any ideas on which line I need to modify to alleviate this? Sorry if this is redundant, but all the info I came across doesn't really lead to any similar issue or solution. thanks again!! Gary here from Long Island NY and very proud and happy to be a part of this thriving community.
     
  2. JDMClark

    JDMClark
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    Your going to need to adjust your shifting points and the gearing in the transmission. How much power is it laying down?

    Download and view the files in my hx mod and you will see the custom transmissions I made for it
     
  3. SHOme1289

    SHOme1289
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    Shes putting down a respectable 840hp and 440 lb/ft, that's at redline (10k rpm). Heres my engine torque lines, so u get an idea.

    {
    "hatch_engine": {
    "information":{
    "authors":"gabester",
    "name":"Ibishu Covet 1.5L I4 Engine",
    }
    "slotType" : "hatch_engine",
    "scalenodeWeight":0.62,
    "scalebeamSpring":0.46,
    "scalebeamDamp":0.58,
    "scalebeamDeform":0.39,
    "scalebeamStrength":0.51,
    "slots": [
    ["type", "default", "description"]
    ["hatch_exhaust","hatch_exhaust", "Ibishu Covet Exhaust"],
    ["hatch_transmission","hatch_transmission_M", "Ibishu Covet Transmission"],
    ["hatch_turbo","", "Ibishu Covet Turbocharger"],
    ],
    "flexbodies": [
    ["mesh", "[group]:", "nonFlexMaterials"],
    ["hatch_engine", ["hatch_engine"]],
    ],
    "enginetorque":[
    ["rpm", "torque"]
    [0, 0],
    [500, 200],
    [1000, 300],
    [2000, 400],
    [3000, 500],
    [4000, 600],
    [5000, 700],
    [6000, 800],
    [7000, 900],
    [8000, 1050],
    [9000, 1300],
    [10000, 1600],
    ],
    "engine":{
    "idleRPM":1000,
    "shiftDownRPM":3100,
    "shiftUpRPM":7500,
    "maxRPM":10000,
    "inertia":0.05,
    "friction":12
    "brakingCoefRPS":0.15
    "burnEfficiency":1.0
    "throttleSensitivity":1.2
    },

    ***also, thos figures mentioned above are at the fuel cut off as its winding out in 5th gear at 40 mph, as if the clutch burned out so im sure once the power is actually put to the road thru the tires, it SHOULD be much higher, since my torque lines are pretty wacky. thanks for the help :)
     
  4. gabester

    gabester
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    You're going to need way more clutch torque on the transmission - it's not designed to handle 840 hp, maybe 180 at most.
     
  5. SHOme1289

    SHOme1289
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    Hmm, I guess your right....I just bumped the clutch torque from 850 to 2000, I guess I overlooked that, on another note though, it would be cool if there was a thread that explained what exactly each line does, obviously some are simple to understand, such as torque/RPM, but the tranny shift points are a little confusing, as are beamstrength etc in suspension files. For example, something happened on my previous install that the rear wheels would just plop off once the car spawned, and I could never figure out which line to revert. Maybe I was just rushing a little, but at the same time im learning a whole crap load from this forum and messing with the coding and learning how to model. Its a very interesting and informative place you guys have here!! anyway ill test this baby with F/R LSDs and see what happens now. thanks!:cool:

    ***OH YEA I forgot to mention, that once I put the rear LSD in via the parts menu in-game, and reset the car via R key, the car sits there in Neutral and just revs up and doesn't shift or do anything....that was actually my original question that I blanked on lolol:confused:

    - - - Updated - - -

    Hmm, now the car was just revving up and not moving but when I press Q (by itself, no shift or ctrl), it lurched forward and shot right into 5th gear, and still the tranny "acts" like a CVT, where theres no shifting, pinned at redline, and accelerates steadily. Is the clutch in this car, even though I "modded" it, just not up to snuff?
     
  6. gabester

    gabester
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    There could be a lot of things causing those problems. It's best not throw an extra 700 horsepower at a car, slap AWD on it, and expect it to work. Everything you're talking about is fairly well documented on the wiki: http://wiki.beamng.com/Content_Creation
     
  7. SHOme1289

    SHOme1289
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    Thanks gabe!! well versed. ill fine tune it some and create a track monster. also, might be a little easier to modulate the throttle with the 360 controller at home. Im at work on my laptop using the keyboard, the on/off throttle makes it tough as it is. :p

    - - - Updated - - -

    Is there a section on here that people can basically tune their car and copy/paste the engine notepad text? That might be something to consider, being that there's so many people out there trying to tune their cars this way. If some people have a great setup, it would be great if they were able to post them all in one spot.

    - - - Updated - - -

    Got it in good working order now, between the Tranny, LSDs, and engine power. Now im in more of a Mudding/Rock Crawling tune, but I have one quick question...When I raised the front and rear suspension height (and adjusted all corresponding damp and spring settings) the rear wheels are toed out quite a bit, and cant find or figure out which line to edit. any ideas? How_To_Edit_Vehicle_Files -> does not mention it, and that's the guide I have been relying on.

    - - - Updated - - -

    Toed Out Wheel Problem.jpg Toed Out Wheel Problem 2.png

    Its really fun to drive, and goes over pretty much any and everything. :cool:
     
  8. JDMClark

    JDMClark
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    Just cause I'm a nut about realism but I highly doubt your going to generate 1600tq out of any i4 engine. Look at some dyno charts for power output numbers.
    http://i48.photobucket.com/albums/f224/cwestinek/K-EK/1000whp.jpg

    Look at that you can see a 1,000 HP on an i4 and the tq output doesnt incline like the numbers you put together.
     
  9. gabester

    gabester
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    BeamNG Team

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    You'll want to find the suspension arm beams and give them a beamPrecompression value (add it inline) to adjust the alignment. I think I already have some in there with beamPrecompression that you can use to adjust the toe.
     
  10. SHOme1289

    SHOme1289
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    Yeah, im a nut with realism too, but this was just an experiment, I previously had a Covet that was definitely putting down over 1500 lb/ft and something like 2500 HP and it was a rocket, 0-60mph in under 2 seconds and almost hit 300 mph a few times on empty grid, but then the tires over expand and blow out lol. besides the fact is was undriveable with the keyboard, and difficult with the 360 pad.

    As for the toe adjustment, thanks gabe, ill look into it. Ill use the Beam Name debug tool and see if I can find the beam name. That should make it easier, (and if im correct, then BeamPreCompression is basically the length of the beam, so that makes sense.)
     
  11. gabester

    gabester
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    Beams don't have names, so that's not really going to help, but you could find the names of the two nodes it's between and look for those in the .jbeam.
     
  12. SHOme1289

    SHOme1289
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    I realized that after I posted...having a lot of fun with my AWD offroad Covet. With a more realistic 480Hp and a lot of low end grunt to grapple up the hills on Dry Rock Island. that's a great map!! Rock crawling is great too.

    - - - Updated - - -

    Gabe, I really cant figure out the rear toe...even tried adding inline beamPrecompression lines under rh2l, rx2l and rh2r, rx2r, which looks like (from debug mode) to be the control arm...also there is a line that actually says "toe in" (which I need more of, since the rear wheels are toed out a rather large amount) and typed in different values, from below the original amount to 50x the original amount, and didn't do anything. Besides the toe, which hopefully I/we can figure out, this car setup is really great offroad, and I would love to upload it so others can use it. Sorry if im annoying :eek:, but the last few days I've learned a lot about how the coding works and I am excited to be really proficient in the future, maybe even make my own cars. Thanks for any input!!
     
  13. gabester

    gabester
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    The toe in precompression value is not in degrees - it's changing the length of the beam relative to 1 (where 1 is unchanged). So it depends on where the beam is and the suspension geometry. In this case, 0.99 is a small amount of toe in. 0.97 would give you triple the toe in, while 1.03 would give you lots of toe out. If you precompress two different beams in ways that are fighting for different kinds of toe you'll probably just break the suspension, so I recommend just editing the existing precompression instead of adding another one to another beam. If you want more toe in, reduce the 0.99 to 0.97 or something until you get the desired result.
     
  14. SHOme1289

    SHOme1289
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    Thanks for clarifying, I found the .99 lines (I assume one is for left and one is for right) I already edited the values, ill test them out when the boss isn't around.
     
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