I am attempting at making a realistic engine, but I am short on knowledge as to how to properly input information into the jbeam and what information I need. Any help is greatly appreciated.
Google image search a torque curve / dyno for the engine you want to be closest to. e.g. "6.2L Hellcat torque curve" will return plenty of images of torque curves, some unrelated, to the engine you are looking for. It gets a bit tougher with factory turbocharged engines as it's harder to find the NA(naturally aspirated) torque curve but you can still make it work.
You look at the graph and manually add torque values at specified RPMs. There's no current automated way to do this. And you will have to do some guesstimating on what the exact values on the graph are. As a best practice, i go in 500-1000rpm increments with 2 special additions for the highest and lowest point. E.g.: Hellcat curve: Code: ["rpm", "torque"] [0, 0], [500, 614], [1000, 683], [2000, 802], [3000, 891], [4000, 844], [5000, 799], [6000, 754], [7000, 701], [8000, 659], Note that most torque curve graphs are in Ft*Lb. You will have to convert it to Nm.
There was an Automation (name of a game) Engine Torque Curve generator but it is now out of date, and it requires you to have the game Automation. For now, if you want realistic torque curves, Google and some research is the best you'll have.
deleted --- Post updated --- If the power starts at 900 rpm, what increments would I go by from there?
start your torque curve at 900 with what it reads, then do another entry at 1000 rpm and go 1000 rpm increments from there. the game doesn't really care about the intervals between entries. you can have: Code: [0, 0], [4000, 614], [8000, 683], [12000, 802], [16000, 891], or Code: [0, 0], [1000, 614], [1001, 683], [1002, 802], [1003, 891], or even Code: [0, 0], [4000, 614], [4001, 683], [12000, 802], [13000, 891], and the game will make a curve using the points you give it. More points will make a more accurate curve but every 1000 rpm is usually good enough.
well since you can't port engines from the torque curve you find on google you could still make the engines in automation if you have it then remake the torque curves for beam, it would still yield somewhat accurate results and it would allow you to have relatively accurate torque curves and you wouldn't have to convert the units from ft*lbs.
Ok, I got the torque curve down, but the engine is just constantly bouncing off the rev limiter. Also, its CVT, if that helps. I don't feel like its giving the torque that it should. I feel like its something to do with the transmission, but I have no idea how to rework it.
Did you increase the clutch torque? If so try a manual gearbox in case you did something wrong with the CVT.