SLRR-like engine customization

Discussion in 'Ideas and Suggestions' started by Sesshomaru-, Oct 14, 2016.

  1. Sesshomaru-

    Sesshomaru-
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    Down the line, I would absolutely love to see the ability to adjust intake/exhaust manifolds, pistons/crankshafts/camshafts/cylinder heads/AFR ratios/etc that realistically affect engine performance. It is my highest hope for this game that it will have a similar level of customization as SLRR, but with much more realistic simulation. A man can dream :p
     
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  2. Dr. Death

    Dr. Death
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    The reason why customization is limited to turbos and engine swaps only its because the dev team cant make engines procedurally generate torque curves based on the elements of the engine (like SLRR does)


    IF this gets implemented, but maybe it wont, we will be talking about about seriously realistic shit, and modders would be able to add things as simple as crankshafts, to things as parts-defined new engines.
     
  3. atv_123

    atv_123
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    I would love to see that as well, but the likelihood that this kind of detail can happen is slim because of... well... exactly what Dr. Death said...

    That being said, however, I do know the basics of procedurally generating a torque curve from nothing but physics and math... hell, threw one together in a spreadsheet because I was bord. The only things I am not 100% sure on where the different efficiencies at differing engine rpm's... so I created my own efficiency tables to just get it close to realistic... it's not perfect, but for just being bored it's not too bad either.
     
  4. Dr. Death

    Dr. Death
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    What do you mean with efficiencies? You mean torque-related? Because if so it would have so many things that could change torque at high RPM that it wouldn't even be fun to think about them
     
  5. atv_123

    atv_123
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    That's exactly what I mean... There are so many efficiencies that I couldn't really wrap my head around them... right now its just kinda "close enough" to make it work.
     
  6. Dr. Death

    Dr. Death
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    Not to make fun of you but i dont get what you mean with "efficiencies". Dont know if you mean a specific thing or if english is not your first language and you mixed up a bunch of words.
     
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  7. atv_123

    atv_123
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    It's all good. English is my first language, but spelling is my greatest weakness. So if I spell something wrong it's because my spell checker didn't pick up on it. I try my best to not sound like a 5 year old with my terrible spelling, so I usually read my posts and then re-read them to make sure I didn't miss something. However, this time, I genuinely thought "efficiencies" was a word... apparently it isn't, so let me elaborate on that a bit better.

    What I meant by "efficiencies" was basically a combination of all the equations to calculate each efficiency independently and then incorporating them into one master efficiency equation to get the entire job done in one go knowing nothing more then the RPM. For instance... (I'm gonna start making up some numbers here so bear with me)

    Let's say, for instance, we are trying to calculate the efficiency of... um... our intake, lets say, across the entire rev range. Now it is usually fairly easy to find an overall efficiency for such a thing on the internet that will say something along the lines of your intake is 0.8 or 80% efficient. Great... thats fantastic... but as we all know... that's not the whole story is it?

    That is usually just an average efficiency across the rev range. If I plug 80% into my spreadsheet I just get a straight line. Well that's not very realistic is it? I would hardly say so. Depending on runner length, RPM, CFM, and a host of other variables, we would get a curve that rises and falls with the RPM. So once we come up with an equation for this, we move on.

    Intake efficiency is hardly the only efficiency that need be worried about in an engine simulation however. You need to have equations for intake, exhaust, valve, cam, oil, bearing, and a host of other efficiency equations. Once you have the efficiency calculated for each of these, you can then calculate a realistic total efficiency equation which is a combination of all of the separate "efficiencies."

    That's what I was going for, but apparently my internal dictionary likes to make up and combine things sometimes... I apologize for the confusion.
     
  8. Dr. Death

    Dr. Death
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    Its fine. I get what you mean, although i would call it something more akin to how the material itself reacts during different conditions of the engine.

    If there was an engine that you could just input a certain object of a certain material of a certain shape and the engine would calculate exactly its behaviour in real life in an engine across all conditions, it would be some mind blowing top secret NSA-stealing stuff for sure.

    That's why part of it would be coded by the guys that would add the object parameters, again, just like the way it worked in SLRR.

    As to what would each part do in each RPM? That's exactly what has to be coded. Maybe some intakes can provide a slight boost at lower RPM through air pressure regulation, maybe others provide a better boost at higher RPM, maybe just using a direct injection engine with no intake at all could provide the better torque overall. etc.
     
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