What it is: An as close to real life as possible simulation of the 1963 Turbine engine made by Chrysler. However, in order for people to enjoy this, I didn't just do the math and the code, I also decided to put it in a car best suited for it. Without a doubt - the Marshal. But, to have some fun with it too, I added the "naughty" version as well. The car is a separate model and doesn't screw with your stock Marshal. You can choose the trim (sim or stupid) from the pull down. Difference between the two: Sim: Super accurate replication of the 1963 Turbine engine, along with the Torqueflite 3 speed trans. Best cruiser in the game. Perfect for those easy exploration drives where you are actually trying NOT to crash. Keyboard players - this is for you! Naughty: Same basic characterisitics, but obnoxiously overpowered and fitted with a 6 speed. Good luck... How to install it: Unzip the folder I attached. Copy the folder called "fullsizechryslerjet" into the vehicle folder of your game. Enjoy For those that are more advanced users, the code is below. Feel free to paste it wherever you see fit Alright. This is my first mod I feel like sharing, so go easy on me. As the title says, this is merely the code to simulate Chrysler's epic Turbine car's engine and trans. I played with the parameters until the lag and spool down time felt right. Not sure what the best way to share this is, but here's what you need to use for parameters to run this epic 100 hp, 45k redline "monster". Once you've used it you might start to understand why we don't have any turbine driven cars in production these days This is what the engine needs to look like: PHP: "enginetorque":[ ["rpm", "torque"] [0, 0], [1915, 20.89], [3830, 33.42], [5745, 36.03], [7660, 36.56], [9574, 36.56], [14362, 33.32], [19149, 30.08], [23936, 26.84], [28723, 23.6], [33511, 20.37], [38298, 17.13], [43085, 13.89], [45000, 12.60], ], "engine":{ "idleRPM":5000, "shiftDownRPM":10000, "shiftUpRPM":44500, "maxRPM":45000, "inertia":0.02, //0.16 "friction":1, //24 "brakingCoefRPS":0.01 //0.15 "burnEfficiency":0.15 "throttleSensitivity":1.2 This is for the fully functional trans: PHP: "transmissionType":"automatic", "lowShiftDownRPM":8000, "lowShiftUpRPM":30000, "highShiftDownRPM":15000, "highShiftUpRPM":44500, // -1, 0 (neutral), 1, etc "gears":[-40, 0, 38, 22, 10] "clutchDuration":0.4 "viscousCoupling":6 "lockingTorqueLimit":500 "enableLocking":true Here's the dyno plot of the original: Anybody have a more appropriate sound file for this setup? LOL Obviously, now that you have code for one turbine, it only takes a few modest tweaks to mimic all kinds of them. Have fun. //Edit: Wasn't happy with how BeamNG interpolated my numbers, so I had to do some more math. Graph is now as good as it can be with the available info on this engine. Here's the math to go with it in case anyone gives a damn... Also, based on a few google searches I did, this may very well be a world first. Not just for BeamNG, but for any video game ever. haha
Re: 1963 - Chrysler Turbine Car *ENGINE* code I am somewhat impressed by this if you could code this and put it into an engine file I would happily download it and test it..
Re: 1963 - Chrysler Turbine Car *ENGINE* code Thanks I guess. Haha Well, it's supposed to simulate the 1963 turbine engine, which was (and arguably is) a slouch. This turbine doesn't propel the car through thrust, it propels the car through it's generated torque (which is next to nothing). The whole thing only works because there is an about 10:1 reduction included in the engine (which I simulated through the gearing of the trans, in order to get the rpms of the engine where the turbine's would be. That being said, I plan on researching helicopter turbines some more and putting together the code to simulate what if chrysler had built their car with one of those (Leaving the packaging issues aside of course....)
Re: 1963 - Chrysler Turbine Car *ENGINE* code Yeah, I'm familiar with the idea of a turboshaft. It is only 100hp I guess, although it is hard to make direct comparisons between different technologies. Oh, want a ground based one. MBT's sometimes use turbines.
Re: 1963 - Chrysler Turbine Car *ENGINE* code For sure. I like the drivability of the setup thpugh. Due to it's complete lack of engine braking, it makes for a very easy to drive steady ride. Not a racer in it's current form, people that struggle with the controls might like it... How can I get the sound right? That's the biggest gripe right now. Would be awesome to actually have a proper jet sould file with it.
Re: 1963 - Chrysler Turbine Car *ENGINE* code You kinda have to ignore the sound for now, hasn't been fully implemented yet.
Re: 1963 - Chrysler Turbine Car *ENGINE* code Yeah, I know. But is there a way to replace the existing sound file with something else?
Re: 1963 - Chrysler Turbine Car *ENGINE* code I think there is, not sure how but saw it mentioned somewhere. Of course it would effect all vehicles :/
Re: 1963 - Chrysler Turbine Car *ENGINE* code FWIW, our blabbering might draw attention of someone that knows how to pull it off to the thread haha. That was my concern too, I don't want to replace the general sound file, just add one for the turbine. People are already modelling jet planes etc, so we'll need it sooner or later anyway.
Re: 1963 - Chrysler Turbine Car *ENGINE* code Maybe he means it's impressive someone new to the forum cares enough to do his research on a mod he's creating? Good job, I'd like to see this implemented in a standalone vehicle.
Re: 1963 - Chrysler Turbine Car *ENGINE* code Looks quite close to the values in my turbine cars. I used a sound sample from some other game so I can't share it, but even just replacing the default engine sample makes a big difference in how it feels to drive. I think it's mostly the transmission (and low power of course) that makes it feel sluggish, I also have 3 speed automatics in my cars.
Re: 1963 - Chrysler Turbine Car *ENGINE* code You didn't include the proper trans!!!! This is not going to drive. - - - Updated - - - If you tried my version, did you just copy the code, or use the 6677 file? Need to make sure you use the proper gearing! Also, it's supposed to feel sluggish haha. That was the hard part, to get the spool characteristics realistic. I'll research the trans they used more and make my code as accurate as it can be. Right now it's not, I'm still using the locking converter, which (d'uh) obviously wasn't there. - - - Updated - - - Thanks! I am somewhat of an engine geek. So I'm pretty sure I'll do more of these. Wouldn't hurt to have all the major engines in here for swaps. 2JZ, RB26, LT1, Coyote... You get the idea.
Re: 1963 - Chrysler Turbine Car *ENGINE* code I haven't tried this code yet. I know it wouldn't do much without proper gearing, but a 3 speed auto is going to be slow with any kind of engine. I think this engine should idle at 20000 rpm or so? There's no clutch or torque converter, but the turbine should give a similar effect as a torque converter. Not sure what's the best way to simulate that, too low viscousCoupling makes it slip too much even at high speeds..
Re: 1963 - Chrysler Turbine Car *ENGINE* code Check again, I included both the stock and modded trans (look on control-W). For some reason when I stuck my file in game without the stock trans it deleted the stock trans from other vehicles. Stock trans took a few minutes to get to 60mph, your trans was about 20-30 seconds I think. Might try it with a CVT approximation as a laugh.
Re: 1963 - Chrysler Turbine Car *ENGINE* code No, that's way to high an idle. I picked 5k for now. As you said, the turbine itself is the converter. Just that it uses air instead of oil... I will play with the viscosity and try some things. Have a few ideas of how to make this close to the real thing. I made it a 3 speed, because the 1963 is a 3 speed. The ratios aren't perfect yet, but if I can find them, I will change them tonight. Again, this isn't about building a FAST car, it's about simulating the 1963 turbine engine as close to real life as possible. Once I'm happy with that, I'll move on to making one that's actually quick. But without proper sound or gauges (tach), noone will actually know it's there unless they drive around in debug mode My bad. 60 with my trans in a 1700 kg car should be in 14 sec range. I stuffed this engine into an S14 chassis (that's way to heavy...) just for kicks. Also, I did my best to get the gas mileage about right
Re: 1963 - Chrysler Turbine Car *ENGINE* code From this page: http://www.autospeed.com/cms/article.html?&A=108220
Re: 1963 - Chrysler Turbine Car *ENGINE* code Well, you are correct that part of the turbine spins that fast at idle. The driven shaft however does not. Here's a quote from the link you posted (thanks btw!) So, the predicament that we're in when simulating these engines, is that the engine consists of a turbine, a gear reduction and a transmission. We have at our disposal: Engine - Converter - Trans. So to get the torque curve to look like the one I found online, I need to make the engine the way it is now. The idle speed has to be around 5000 rpm, as it's the crankshaft speed aka second stage turbine shaft.... Which is just shy of 600 rpm "traditional" idle. Look at the spreadsheet I posted. - - - Updated - - - K, added a vehicle file and further improved the code. Both the "lame" sim version and a fiendish hopped up version are included. Enjoy.
You might just be able to get a good recording off of one of his videos along with some great info on the car... at about 15:50 is where he starts going through the process of firing it up... is really an incredible piece of machinery... I love this thing XD