No, I've said it before, there's no point in true multi turbo setups, it just adds a crazy amount of work needed to tune them and with the current turbo simulation it's just not a good idea in general.
Don't worries our actual turbo setup can reproduce twin turbo (etk800 have twin turbo) simulated by a single turbo who effect as two
I probably won't understand a word of the explanation, but... how is this possible? Especially with sequential setups where the two turbos spool at different rates to help alleviate lag? Also, is it capable of adequately replicating setups with more than two turbos (i.e. Veyron, Ford GT90)?
The only reason you use multi turbo setups in real life is that you are bound to real life limitations which force you to use multiple. (It's not like engineers want to use more than one, but they really don't have a choice) Currently the turbo simulation doesn't have a couple of these limitations, letting you create a "single" turbo that has characteristics of multiple parallel or sequential turbos.
So you get the pressure, things are spooling up, sounds nice How I see it, is that you can control lag part quite well with exhaust power and exhaust power multiplier, so you can have less lag and max boost @ certain engine rpm, that works fine already, things that happen at part throttle is where current (0.8) is harder to get right. Limit of single compressor map also means that you have to fudge things a little (exhaust power alone is a thing you need to set more by feel than data), but sequential is not big challenge to do. Another thing that is hard to get right is supercharger + turbo, where supercharger should run out of steam at lower rpm and turbo should pick up from there, how I see that currently is that one needs to blend supercharger map and turbo compressor map somehow together, manipulate exhaust power, multiplier and engine torque curve to get it to work out right. So it does not make everything for you, just adding dual charging setup to NA motor is not giving result, bit more work is required, but one can get it to perform fine at full throttle. Part throttle is not so much possible to get right, at least in 0.8, unless motor in question is a diesel, as there is no throttle butterfly so turbo is not slowing down correctly at part throttle and also when accelerating part throttle, you get bit too much power too soon because there is no restriction from throttle butterfly in system. You can make turbo spool down slower which makes better driving experience, but then at full throttle turbo wakes up slower.
Italy got the first tree blocks. I personally don't like tree blocks because it restricts the player to the road only.
Indeed. I like how the trees work in Spintires but guess they cant work like that in Beamng unfortunately..
AFAIK, it's when the devs make "one" tree which is a cluster of small trees, like this one in gridmap
I remember seeing somewhere (back when fire was first added to the game) that someone found a file for backfire.
So, maybe that's sign of upcoming realistic forced induction like we see in real life? That would make game much better!