Effect of Throttle Position

Discussion in 'Ideas and Suggestions' started by deigima, Oct 19, 2015.

  1. deigima

    deigima
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    Has any thought been put into the relation of throttle position at different RPM's? Some of you may understand that a engine sucks in, or forces in air. the throttle body regulates how much gets through. At different RPM and engine load, more or less air is required. At certain RPM or load, going full throttle can sometimes have little to no improvement over say 40% throttle. This is atleast an observation I've made driving my own car, and if you think for 30 seconds the theory makes sense.
    I drive with logitech g27 and always found the way the power delivery works ingame a bit funny, finally figured out its the need to go WOT to achieve any decent level of torque that makes the cars feel so weak, its literally impossible to drive part throttle.

    TL:DR is throttle just a torque percentage at this stage or is any more complex simulation being put into that to account for cubic feet of air intake ect ect?
     
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  2. deigima

    deigima
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    It just occurred to me that I could toy with throttle curve/gamma to achieve a more realistic feeling throttle, if thats possible in beamng, i know assetto corsa does it.
     
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  3. speednsnake

    speednsnake
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    Until I tried this game on a G27 I had assumed that the controller was the shortcoming, but no, it seems to me that beamNG doesn't simulate load very well. I'm not sure about having beam try to calculate air fuel ratios on the fly to obtain torque (though it would be cool with engine damage implemented If they allowed us to tune the motor so poorly is destroyed itself with spark knock.), as it would be a lot easier to keep faking it. The system in place also makes it quite impossible to maintain a desired RPM, because the throttle seems to be expressed as a gradual increase of RPM, with part throttle increasing more slowly than full throttle. As for having wide open do less (or at least no more) than a more ideal throttle, that could be a cool way to further differentiate driving feel. Old carbureted cars were especially finicky with that kinda thing, and giving too much gas could be just as bad as too little when under load. Anyhow this game is still evolving, I'm sure that they will add stuff like this later. I'm still waiting for vehicle specific steering slop.
     
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  4. SixSixSevenSeven

    SixSixSevenSeven
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    Part of it I think actually comes down to the clutch simulation and total lack of torque converter simulation in automatics.
     
  5. Dennis-W

    Dennis-W
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    no it doesn't.
     
  6. deigima

    deigima
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    I'll reply to this in parts....

    Well, glad I'm not the only one feeling this.
    You got a bit mixed up there, AFR wasnt on my mind but it would be an interesting aspect. as for knock, knock is when the air fuel mixture ignites before the spark plug triggers. AFR and ignition timing plays on that one. As for tweaking the engines tune, that would be amazing but i dont expect to see the feature anytime soon and wouldnt be too upset if it wasnt implemented, sort of same with AFR simulation...
    Spot on. Exactly what i'm talking about. I constantly go from WOT to like 50% throttle to maintain speed and rpm, feel like such a rookie but it doesnt work any other way it seems.
    Its the little touches that make the driving experience feel real, makes you feel connected to the car.
    Yep, I've noticed huge progress in many aspects of this game in the past few years, driving dynamic has finally reached the point where its somewhat enjoyable to drive, crashes are getting pretty damn well on point, they just need to find a way to eliminate wobble and stabilise suspension/tire behaviour better. Wont really be easy with the tires behind physically simulated but we can only hope.
     
  7. Dennis-W

    Dennis-W
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    I think it's because BeamNG assumes 50% throttle = 50% of the max torque at that given rpm range.
     
  8. NightCrawler

    NightCrawler
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    I have had My G27 for abit now and just awhile ago tried it on this game and afew others! its fun the only problem I am having is there is to much play in the whell from right to
    left! does anyone know what setting to change this? at high speed it is to easy to crash.!
     
  9. KennyWah

    KennyWah
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    Just reduce the degrees of rotation or tighten the centering spring.
     
  10. Dennis-W

    Dennis-W
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  11. bhorton

    bhorton
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    Useless post is useless.
     
  12. KennyWah

    KennyWah
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    And your post is clearly even more useless...

    His post was a bump as the question never got entirely answered... personally I am curious to see where this thread may go if someone does flesh out the details.
     
  13. randomshortguy

    randomshortguy
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    There is a problem with the way throttle/torque works in BeamNG, it's quite easy to see just in revving the engine. the RPM either hardly moves or goes right up to redline. Cars don't really pull hard until they're just under redline, plus it nearly takes full throttle to get weaker cars to move up a hill.

    In normal driving IRL my V6 stays under 2000RPM while maintaining enough torque to pull the car forward quite potently, but even at full throttle at low RPM every car in BeamNG is lethargic. It's like the torque curve is multiplied by the throttle, which means if the car makes 20HP at 2000RPM is multiplied by, say, 35% throttle, means the car is only putting 7HP to the group. This is not how it works in real life, thottle % does not scale the torque in the linear fashion in BeamNG.

    I'm a bit scatterbrained today but I hope my message is clear, and better casual driving would be quite nice to see in BeamNG.
     
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  14. Dennis-W

    Dennis-W
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    oh shut up.


    exactly this.
     
  15. estama

    estama
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    BeamNG Team

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    Thank you for pointing this out.

    We are looking into the "throttlemap" concept to try to find a better solution for the linear throttle that we currently have.

    The main problem with throttlemaps is that based on the references that i have seen they would require from the vehicle designers to define multiple different throttlemap curves for a vehicle to use. This would require quite some effort from designers, so we would end with a small percentage of the vehicles having a throttlemap defined, or erroneous throttlemaps.

    IMHO, a simplification/approximation of throttlemaps that is easily defined would be the best way to approach this.
     
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  16. deigima

    deigima
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    I appreciate that the issue has been acknowledged and is being worked on.
    a curve between required air and air restriction (throttle plate position) would probably be how i would tackle it. correct though that every engine would need its own maps, as each engine demands more or less air respectively, and have varying breathing capabilities... but for modders using a "close enough" map might just do the job fine, similar to adapting JBeam structure lol


    some people may notice when driving their cars under certain RPM a large amount of the throttle pedal doesnt really do much if you press it down further as theres no demand for more air. i know in my car i can tap throttle from 75-100% until about 4k rpm it doesnt feel any different lol
     
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