You guys probably already noticed that when you are making an engine for BeamNG, the torque values and expected power that will be used in game will be lower than what we entered in Jbeam due to the fact the torque values that we input in engine jbeam is treated as crank (gross) torque while the game uses flywheel (net) torque which has friction and dynamic friction taken in calculation. The simple spreadsheet that I provide here will help you to calculate the numbers that will be used in game versus the number that you input in engine jbeam. It will also show you the torque values that you have to input in engine jbeam in order to make your crank torque as the flywheel torque. Additionally, it plots a nice flywheel torque and power graph so you can see the curves before launching the game. I've been using this calculator for a year and most of the time is very accurate as formulas are taken directly from BeamNG's combustionEngine.lua. I hope you guys find this useful. Update: 1.0 - Initial Release 1.1 - Revised formatting (unreleased here) 1.2 - Simplified look, revised formatting and graph, added formatted output for copying directly to jbeam
I will be sure to try this out, at least someone has made this so I dont have to go around guessing what numbers go where haha!
Great tool but what about turbo engines? I'm trying to recreate N22A engine for Vivace and I am not able to do that. I know that this engine stock have 140hp at 4000rpm and 340nm at 2400rpm with 13.5psi.
hey, i had the same-ish issue, i want to do turbo kits for the cars, kinda like the CJD pack, but with more realism. if you need it, i made an excel that is somewhat accurate with tuning engines with turbos, based on other excel's i have found on the forum. it's rather rudimentary, but gets the job done.
Hey! That's great! Could I ask you to send me this excel so I too could make proper turbo engine torque curve?