I noticed that the tachometer on the ETK vehicles includes the auto-stop indicator found on another certain three-lettered German car company's cars. I decided to try and implement the actual technology behind this in BeamNG. A demo can be seen here: It follows basically the same restrictions as most real-life cars with auto-stop: the engine must be warmed up, the gear shifter must be in Drive, the vehicle must be completely stopped, and the driver's foot must be sufficiently on the brake (30%). The engine will restart when any of these criteria are broken or if it has been auto-stopped for over a minute. I've included an ECU part for both the I4 and I6 ETK engines: It can theoretically be adapted to any engine in the game if given the correct JBeam parameters. To add it to another ECU, copy the ECU jbeam definition and add this: Code: "controller": [ ["fileName"], ["autoStop"] ], "autoStop": { // "autoStopMaxTime": 60, // "brakeThreshold": 0.15, // "startingIgnitionCoef": 0.2, } To change the parameters, just comment out one of the lines under autoStop and change its value. The defaults work for both ETK engines, but they may need adjustment for other vehicles. autoStopMaxTime: The maximum amount of time in seconds the engine can remain stopped. Default: 60 seconds. brakeThreshold: The amount of brake force (0 to 1) that must be applied to trigger and maintain auto-stop. Default: 0.15 (15%). startingIgnitionCoef: The percentage of max ignition coefficient to use when restarting the vehicle. This is normally "1" when starting a vehicle with the keyboard shortcut. Reducing it keeps the engine from reving way up upon restart (which would cause lurching when starting the engine in gear). Default: 0.2. To install the auto-stop feature, either drop the archive into Documents\BeamNG.drive\mods\repo or extract it into a folder in Documents\BeamNG.drive\mods\unpacked
This looks awesome! I won't be surprised if the devs end up implementing something like this into the game
for a second i though this was that system where the car will detect an object infront of it and if you are going to hit it the car will stop for you Collision warning system... I guess? But either way this is very cool and I approve 100%
I've usually heard that called "automatic forward braking" by car manufactureres; that'd be a neat feature too! I'm not sure how easy it'd be to do in BeamNG at this point in time, but it does have a pretty advanced AI system so maybe one could hook into some of the code for that and implement "auto forward braking" too...it'd be a neat challenge!
Do you know of this side of BeamNG? https://beamng.gmbh/research/ There mentioning about Radar that is WIP, not sure if that will ever make it to BeamNG.Drive side, but you might find that other side interesting too and maybe you can find some ideas from it to try on .drive.
Starts with a "T" and ends with an "A"? If so, I did know that, actually because I was next to a 2018 model at a light one day and noticed it.