If you would wrote the reviews or the other thread site you would See that i said that i cant do that because i don't have a Rotary Sound to use, also it would be alot of work to Make Them because all parts arent the Same Like on a normal engine
Hi @R4NKING , first of all, congrats on the mod, it's awesome. Just two things i wanted to share, first, i don't like too much the fact that the torque curve flattens so much upwards of 8000-9000 rpm, but i know that higher revving engines (like F1 and Bike engines) have that characteristic shape torque curve, it's just that i don't feel that really fits street engines, but as you can recreate F1 style engines aswell, i guess that's a fair tradeoff. And second, i have been using this mod for the past couple of years, but ever since you updated the mod to the lua version (i think it was at that time), they have a weird relationship , even with all the mods disabled, except for yours and that one. The problem is that, whatever the car it is that i use your engine with, it always freezes commands from the player and stays revved at a fixed RPM, the only solution for this is to reload the car with Ctrl+R, but if you accelerate again it just keeps happening. I don't really know if you can do something about it, i think that a "lua variable" (i don't know how to lua, i just know the minimum of jbeam to modify suspension stuff and engine values, as i understand what they do, i'm a mechanic) or something is conflicting between the two mods, could you please take a look and see if it's possible to make them work together? Or, i don't know if you could just contact the author of the other mod, and ask for permission to integrate it in yours. Thanks in advance.
I might could Change that, i personally don't Like how the torquecurves behave. Maybe i will Change it so it will Be Like on the Diesel. Like a OHV would have most power At idk (just throwing numbers Here right now) 6krpm, OHC 8krpm, DOHC 9krpm and high rpm head At 15k (for the f1 engine Style) But changing that would be alot of work but i thinking about it. Have a Bunch of things i want to Change what would need to edit over 300files. But i will do it sooner or later. (Changeable backfiresound, adjust cooling + add Aircooled Option, Change weight and much more to edit the engine more easier) About the other mod, i don't understand much about lua, just understand how i added more modifiers xD I might watch and try to Find a solution but i cant Garantie anything
Thanks for taking a look at it, i really think it's worth. Try and do what you can, we all realize that's a lot of work, so take it easy. About the torque peak numbers, that's a good rough beggining, but in an ideal world, what really defines where engines deliver peak torque are the camshafts, more duration, and lift + more overlap between intake and exhaust is better up top, on the contrary, less duration, lift and less overlap, it's better for bottom end, generally speaking. It doesn't really matter which head it has, even if it is a OHV head, if you have good enough bottom end for revving it up, plus the head/manifolds can flow, if the cam "allows" to enter more air, it will make torque further in the rev range. As Brent over at PFI Speed says, engines are air pumps, the goal is to make them breathe better, that's why DOHC heads are able to produce more power, they can flow more, it's as simple as that. In regards to the other mod, take a look at it, as i said, i don't really know either , so we don't lose or win if we don't try. Did you test it, just to see if it only was on my end?
yeah i will find a way to change it. Maybe even over camshafts? xD I tried the mod a long time ago because it sounded nice but it always crashed for me and i found out the problem is my mod, but never looked at it more
No fuel for v16 8.0l on t series. i have fuel tank and fuel pump installed and the fuel volume is above 0 in tune menue but gas gauge says there is no fuel and engine wont start havent test other cars.
Odd suggestion maybe, but would you ever consider adding an engine part that provides a custom torque multiplier? Kind of like how the variable VTEC part gives you a custom torque adder? I think it would be nice to have a way to reshape the torque curve to push the peak around, like say by hitting 3-5k rpm with ~120% and 6-8k with ~50%. I noticed the cylinderheads already do this with preset values, so maybe a custom one that exposes its torqueModMult values could be a thing? (though I have no idea what you would name it that would make any sense lol)
I have no other mods activated just a lot of cars mostly automation cars, I've actually run it before in the exact same set-up and it works for all the default beamng cars, but after reinstalling, it oddly stopped. As you can see the drivetrain simply ceases to exist once I choose an RK engine
Have been using your mod for a few months now and I absolutely love it. I know rotaries would probably be too much effort to add, but would we be able to see more horizontally-opposed engines? i.e. F2, F8, F16? Also small issue I have with high cylinder count (and high torque) engines is that if the engine shuts off I'm unable to start it up again unless I reset. Any way to fix this? Kind regards.
Only devs have the ability to delete messages, from what I've seen. Forum users can't delete their own.
Would it be possible to add universal support for all modded cars? I think it should be possible because there's this other mod called ultrawide aftermarket transmissions, and it has a separate mod to add modded vehicles support
I can't hear the blowoff valves anymore, this just randomly started happening. Even if I crank the blowoff volume up to max in the tuning menu I can barely hear them. Had this mod for a couple of years now and this is the first time its started doing this, been like this for a week or so. Different turbo configurations don't change it and different cars don't change it either, is this a personal problem? What could possibly be the problem? Edit: even when I can hear them they will cut off when I'm at mid range RPM full boost taking foot off throttle or sometimes they wont even make a noise doing the same tests. This never used to be a problem.
Hi Thank you for this great mod! Whereas i believe that everybody is trying to max out the performance i have gone another way and tried the worst possible settings. I have used blown headgasket worn pistons clauded filters and everything on the menu that could make the engine run as worse as possible but i noticed that no matter ho bad it is it can still fire up straight away. even with the worn starter. What i am trying to say if everything is set at the worst setting shouldn't the engine have a hard time to start? and shouldn't it have a hard time running idle?
try to reinstall the game and delete all mods/ move them out of the folder and test it with only my mod or even without any mods --- Post updated --- Do you use other mods? Does that only happens with my engines? Better Redline mod doesn't work with that if you have that mod. Try only enabling my mod or do a clean reinstall and try again. --- Post updated --- the mod doesn't know if you use all the worst parts together. I don't know if this part is added to the mod or was, but isn't there a broken starter option? The parts do change somethings like you saw, hp, maxtorque, blown headgasket, even some part does change idle roughness, maybe i could take that bit higher
Thank you for prompt reply. Yes there is a broken starter option but right now i can't remember if it was cranking infinetely the engine without any chance of starting or it wouldn't even try to turn it. Anyhow it would be nice to notch things up a bit and see if it would be hard to start the engine and maybe hard to keep idle.