You can change the values in defaultValues.json. For example, put "startVehicleTimer" to 10 And up the stall point in each individual car .json to your liking. I do have them a little bit higher than default.
If your Framerate is below 60 fps then everything will take too long. I might make the mod more friendly to 30 or 45 fps, I can't run the mod on a physics update (which would probably increase FPS depending on your CPU), I have to run it on a graphics update. Which is where your GFX card comes in, whatever FPS the game is being played on is what the mod is being run on. I can increase the stall values if you guys want me to, I have noticed myself that it is in fact hard to stall a vehicle now... hmm. We'll see. --- Post updated --- Maybe, I don't know, I tried doing this before but what I did didn't succeed in development. I might give it another go at some point.
The stall values, I think, should be a little bit lower than the idle RPM of each vehicle (most of them are on the 1000s) I don't know what's the science behind stalling points so if somebody knows it better than me please correct me. The problem with this is, as the stall rpm is tied to each vehicle name rather than the engine, things like the Pigeon that have a crap engine and a revvy 600cc one are difficult to tweak. Anyways, I found something strange that might be the cause of the difficulty in stalling sometimes. I put the pessima stall rpm at 950 (its idle rpm is 1000) and sometimes I have to brake VERY hard for it to stall, specially when it's moving... The thing is, I thing the wheel torque has something to do with it. When the engine's off and some gear is engaged (without depressing the clutch, that is), the wheel torque constantly flicker between the negative and positive values of 3633: This also causes the engine sound to play at a very low pitch, and the velocimeter to flicker to 3km/h, regardless of any braking. I also think that wheel torque is the cause of the ABS firing up even with a light touch of the brake pedal, but that's not a problem of the mod but rather something the devs should look up
I've noticed the same. Also, when i have turned the car off, and put the ignition back on, so the engine is still not turned on, if i then put the car in reverse it automaticcally starts(for me at least)
If a car is stopped with the engine turned off, releasing the clutch while in reverse will not turn the engine on. You can only bump start a moving car.
What he's saying (and I just replicated it on my game so can confirm it's true) is that, if you have ignition on and engine off on your stationary vehicle, just by engaging reverse (and depressing the clutch), the engine comes back off. This, of course, is not a bumpstart at all.
No.. He is saying if the car is moving 5 MP/H and you let the clutch out, it will start. With the car going 0 MP/H and letting it out, it will do nothing, as the vehicle is not moving which makes the engine not move when you let the clutch out.
@StinchinStein Maybe you can make the Startup chime go off when starting the ignition? My familie's Nissan Tiida Have a chime when keys are in but when you turn the key to on the chime will stop. Can you do that?
By having headlights and ALL INTERIOR lights on, while leaving your door open in such a way that it looks closed, but isn't.
It's very easy to stall the engine and then to clutchstart it back on, yeah! That's the mod I always searched for! One bug, already mentioned and confirmed - even if the car is totes broken (w/o driveshaft, for example) and cant move, turning on R gear and unholding clutch results in engine starting when the power is on. Works with any MT car. UPD on the bug: Something happened with realization of stalling with the Reverse gear (MT only) - it's impossible to stall the car by driving on high speed and then suddenly switching to R gear. Well, the engine stalls, but instantly turns back on, and this cycle will continue until the car stops and starts running backward. And as a request - if possible, can you edit the starter's behavior so it would try to up car's RPM to something around 200-250 rpm and after that ignite the engine like it is now? That would be kinda more realistic than now