So if you don't already know, by the looks of it, the latest post by Mr DS in the developer section. Pictured is a chassis dyno, I have a few questions. (Since we can't reply in that section, I have decided to make a thread, as stated by TDev in the developer section sticky.) How is the vehicle going be "tied" down? (Are we finally getting ties and ropables?) Is it going to be able to be "loaded" (to help spool turbos etc) or will it be a "unloaded" dyno? How are we going control it? (By switching to it like a regular vehicle?) I'm excited I have suggested a dyno a few times over the years and it looks like that wish is coming true .
There is one in the game already, made by the developers... This is questions pertaining to that post made in the developer section.
It's purely experimental right now, the goal was to see how it'd work stability wise and see if we can actually get some useful information from it. -Not 100% sure on how I'll keep the vehicle tied there.. Will probably make some adjustable barrier. -No idea. -It's just a prop right now so you'll need to TAB over to it. Here was it's first ever run Currently doesn't read any power outputs, but we're working on that now.
You could cheat with the tie down. I don't think anyone expects you to simulate ratchet straps and all that. Or simulate the force they would exert to keep the car stationary so you have a little play and the car can slightly rock but don't bother actually doing the straps. Most boring part of dyno runs is setting up.
Yes, a sign displaying wheelbase length and four boxes containing 9.91 that is defying physics and gravity. How interesting.
@DrowsySam Any new sneak peek info? This should go good with the torque converter code that @mcheijink created.
Perhaps making some sort of straps that can be attached using the same feature as the Node grabber uses? Left click to attach to one node, left click on another and you have a "weak" rope-"beam" in between, and then right click to remove the node or the entire "rope". Might work? Not my strong side. Any thoughts on that idea?
@Diamondback Don't mean to bother you guys, as I know you guys are busy. I see it has a retaining wall now, what's the plan to officially secure the vehicles down, or are you guys still trying to figure it out? --- Post updated --- All these dev posts on the dyno, is getting exciting.
I think it would be good idea if you make a upside down plate like the car crusher with high friction, then you can push your car on dyno how hard you want it and stay on place. Edit: This idea solve the tire slipping on the dyno
I guarantee that it will be much easier to make the dyno hold you using a wall at the front or a small hook