Updated code to fix bad math and address some of the issues mentioned above. New version in first post. Don't use the old version unless you like the cars getting a fake boost of power.
Looks good! Did you also touch the shifting algorithm? The physics doesn't seem to be right, but the effect your code has is close enough. But so is my code, some important things are still missing. I hope to have time this summer to work on a better model, to get it to a level where the devs can pick up and use it in their code. Anyway, nice work!
Thanks! I really liked your code and I referenced the papers you mentioned in your original thread and then added a couple of factors that aren't accounted for directly in that sort of a torque convertor simulation (mostly transmission programming stuff like trying to simulate clutch pressure buildup over idle, and cheating the calculations for old CS reasons) to try and get something that more or less felt right. I didn't mess with anything that controls how the transmission chooses gears, but I'm theorizing the torque reaction and convertor stall stuff makes the gear changes feel more correct. A little surge between shifts. This is the reference curve I was going for, but it will be altered a bit by whatever the viscous value for your given transmission is. The initial rise is when the engine is accelerated from idle to stall (500-2000rpm), then the multiplication changes as the transmission is allowed to accelerate and "catch-up" to the engine. I am trying to think of a way to incorporate shift firmness and stuff, but I haven't got it worked out in my brain yet. New automatics are all computer controlled, but all this stuff used to be done with hydraulics, check valves, springs and voodoo. Mimicking that stuff's behavior in a few lines of code that doesn't swamp the engine with calculations is tough. I'm graduating in a couple days, then relocating for work, so things are busy now, but hopefully I'll have more time to play after that.
i dont see a forth mode after putting in mods folder for my own modded cars i just program in WAY more low end (0-2000 rpm) torque than needed and use more VC when the hp gets crazy it has some give in rpm but no torque multiplication to speak of just more torque from 0
Easy all you got to do is repack it with the new file structure. mod zip>levels (folder)>(mod) folder and all content is located in here.
Could u make this work with the latest version of the game? This mod looks very cool and i want to see it in action!
I think that the dev team is reworking automatics, manuals transmissions, differentials, and maybe clutches in the next update.