Customizable Engines and Drivetrains: The Tutorial

Discussion in 'Content Creation' started by Chrystale, Sep 12, 2016.

  1. Chrystale

    Chrystale
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    Mar 21, 2016
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    This guide is intended for users who aren't familiar with how BeamNG. Drive's engines work. If you are familiar with them and perhaps even made a mod that includes an engine, then this guide is not for you.

    Preparation

    First off, make sure you have the TorqueCurve App on. That's In-game > Apps > Add apps > TorqueCurve app. This allows you to see the torque graph, max torque and max hp of the engine. This is essential to know how much power you're making when you mess with the mod.

    We shall make a replica of Takumi Fujiwara's Toyota Trueno AE86 with the game's 200BX. We don't have the exact specs but that racing engine makes 240HP and revs to 11,000rpm.

    Equipping the Engine & Torque

    Spawn the Base (M) Ibishu 200BX (With the Cream paintjob).

    Now go to the vehicle config menu > Body > Engine. Equip the 200BX Customizable Engine. You can see a handful of options here like custom transmissions to superchargers. Leave that for now.

    Still in the vehicle config menu, go to the Tuning tab.

    In the engine section, which should be the first thing you see, max out the Max RPM value. Then max RPM Torque Postion 1 to 9, and then click 'Apply'.

    Ta-da! The engine makes 11,000rpm and 243HP.

    How power works

    For the car casuals, like in most games with modding support, you can't directly set the car's horsepower. You can only set the torque and RPM, both of which then defines the HP.

    Here's how it works: You don't just set one value for the torque of the engine. You need to define at what rpm does the engine makes what power. Let's say I made a mod engine and I typed in that it makes 150nm at 2,000rpm. It will make sure that the engine makes 150nm at 2,000rpm, but it still won't know what it should make at other rpm.

    So I'll say 100nm at 1000rpm, 150nm at 2,000rpm, 200nm at 3,000rpm, 225nm at 4,000 rpm, 250nm at 5,000rpm and so on. That will properly give the engine power.

    In this mod, Torque Value X is related with RPM Torque Position X. So for this car, 90nm at 1,100rpm. If I changed the RTP1 from 1,100 to say, 500rpm. Then it will make 90nm at 500rpm and that will affect the performance.

    Clutch Torque

    Now that we got that out of the way, let's go to the other values. Clutch torque basically acts as the 'limiter'. Have it too low then the engine won't produce power properly. Too high and it might break some parts. Right now, the clutch torque is 250nm but the engine makes 180nm. It's optional whether you want to change that but like I said, it needs to be really high to effect something.

    Shift Points

    Shift up and Shift down values are important if you use arcade automatic. It should be self-explanatory. Shift up is what rpm engine shifts up and Shift down is what rpm the engine shifts down. For now, 10,500rpm for up and 6,000rpm for down (Because it's only makes good power at high rpms.) It's usually your preference but keep in mind to make it consistent with other engines if you want to share your config.

    Weight

    In the manga, it was said that the AE86's engine's advantage was not the power, but it improves the car's cornering ability. I don't know how an engine can directly affect the car's turning but other than it's simply a lighter engine; hence the low torque but higher horsepower.

    The actual value shown here is not the engine's true weight. Basically, the nodeweight is 19 and there are 8 nodes. 19x8 is 152kg. So if we lower the value from 19 to 18 it will weight 134kg. Let's do that.

    Final Improvements

    I imagine the idle rpm is increased due to the high max rpm, so I'll make it to 1200rpm.

    Finally, we go to the local auto shop in Akina and increase the turning angle, install a carbon hood, race transmission, sport suspension and tires, race limited slip differential and remove those silly hubcaps.

    That's it, we're done.



    Turbochargers

    ...if we want to keep the config accurate. Let's stick a gigantic turbo on the car! Go to config menu > Body > Engine again. The first option is the Turbo. Switch from the Naturally Aspirated to Customizable Turbocharger and click 'Apply'. Now you have a turbo on the car.

    You can guess that it's possible to twincharge the car by simply equipping the supercharger right now too. The supercharger tuning is relatively simple so that's why I picked the turbo. Go to the Tuning tab and scroll down until you see the Turbocharger section.

    Exhaust Power is how fast the turbo spools up, or how little turbo lag it has. The easiest way to see the difference is by looking at the torque graph. For live testing, set the value to just 10000 and launch the car without any revving. See how fast it reaches the redline. Do the same thing except with 100000 power now.

    It doesn't control the maximum amount of boost however. That's wastegate limit and start. Generally, the higher these values, the better and/or bigger the turbo. If you don't want me to be too technical, Limit is nothing without Start. You can have the limit at 50 psi, but if the Start is at 1 psi, it barely makes a difference for the engine. Limit is like boost for a boost.

    Exhaust Power = 20000 : Wastegate Limit = 30 : Wastegate Start = 25

    The car should have 700HP now. But, if you tried driving it now, you may notice that the engine does not want to go in the lower rpms even at 6th gear. Remember to increase the Clutch Torque to just over the produced one, which would be about 515nm.

    Other features of the mod:


    Emissions


    This is cosmetic only. The higher the value, the more black smoke comes out from the exhaust(s). You generally want this to be higher for older cars, especially diesel engines.

    Efficiency


    This value controls how fast fuel is consumed (Yes, the fuel meter isn't for show and there is actually a fuel system in the game.) and how much heat is generated. If it's at 1, then no heat is generated and fuel isn't consumed at all. If it's at 0, the car won't start. If it's 0.001, then the slightest touch in throttle can make it practically explode and overheats without doing anything.

    You don't have to manually change this value to adapt to higher HP as the game will do that itself. So if two engines have their efficiency at 0.3 but one makes 100HP while the other makes 1000HP, the latter will overheat faster.

    Superchargers

    Pretty straight forward. Bigger = better. In short, superchargers are good for accelerating while turbochargers are good for high top speeds. Twincharging negates the performace downsides of both. However, the cost and work needed makes them uncommon.

    Radiators

    It concedes the supplementary customization of the automobile's coolant's adequateness whilst operation.

    Transmissions

    Mainly used if the car doesn't have adjustable gears and shift points by vanilla. For example, the T-Series twelve gears are non-adjustable. You can now, with this mod.

    Transmissions: High & Low shift points

    These are used for realistic automatic transmission. Low has... lower values than high.

    When driving and the throttle is no more than 50%, the low shift points are used. If the driver wants to just cruise, lower rpms are used to conserve fuel. At maximum overdrive, or full throttle, high shift points are used. The car is being raced so higher rpms are used to show the real performance of the engine. Note that standard shift points are not used.

    Mod link:
    http://www.beamng.com/resources/customizable-engines-and-drivetrains.747/

    Leave posts if a part wasn't clear or you have any questions.
     
    #1 Chrystale, Sep 12, 2016
    Last edited: Sep 12, 2016
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  2. MOONHAWK 4 LIFE

    MOONHAWK 4 LIFE
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    I put the rpm and torque on a pigeon. its fast. but its tires explode. :/
     
  3. Chrystale

    Chrystale
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    Mar 21, 2016
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    Yes, that happens. That's because this is a realistic physics based game. That much power going through the tiny tires of the pigeon will definitely not work. Nothing can be done about it except creating a custom tires mod where the durability and grip of the tires can be controlled.
     
  4. zaruchen11

    zaruchen11
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    Aug 8, 2015
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    90
    How do you change how many gears the transmission will have? (Using 'Real Automatic') Like, I want the 89 Pessima to just have a 4 speed automatic trans but, when customizable transmission selected, its has up to six. The reason of setting up my own 4 speed is because I don't like how the original trans in the Pessima has bad shift points.
     
  5. nezmar127

    nezmar127
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    Aug 7, 2013
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    1
    THIS IS THE BEST MOD EVER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!but i doesnt find this mod on 0.8
     
  6. IPlaygames360

    IPlaygames360
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    May 4, 2017
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    the mod is outdated my engine dont work and it keeps saying it didnt load properly no matter what i do, halp
     
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