Unsolved Centrifugal Clutch

Discussion in 'Mod Support' started by SebastianJDM, Nov 8, 2018.

  1. SebastianJDM

    SebastianJDM
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    i'd like to couple a centrifugal type of clutch to my manual transmission. i've tried using a viscousClutch but it made a fatal exception. i also tried a torqueConverter but it also threw up a fatal vehicle exception. i'm wondering if it's even possible to couple either of these to a manual/sequential gearbox, and how to do it if it is?
     
  2. fufsgfen

    fufsgfen
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    Darren's DH Gnat helicopter has such, afaik. It requires custom LUA code.

    Currently it is not possible to use torque converter or viscousClutch with manual box, or I have not had success with that at least, same results as you have got.

    DCT is possibility of course, even technically it would be incorrect, it would probably be sufficiently configurable?
     
  3. SebastianJDM

    SebastianJDM
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    that's unfortunate, but thank you for the answer. i'll look into the gnat as well, but i suppose a dct will have to work otherwise.

    i was trying to create two transmissions: a six-speed sequential and a "direct" drive with only 1 gear, no neutral or reverse. the latter could work quite well with an automatic, because the TC would act as a centrifugal clutch, and rather than just having 1 gear and it being D i could set the only gear to be 1, so it shows up first gear rather than "drive"
    idk if im making sense, i'm rather tired, so my apologies if i'm being nonsensical:p
     
  4. fufsgfen

    fufsgfen
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    With TC you will get torque multiplication though, but I guess setting stall torque ratio to 1 should take care of that. Also maybe TC lockup after certain rpm would be good idea as centrifugal clutch acts solid after certain rpm.
     
  5. SebastianJDM

    SebastianJDM
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    for some reason, i've been having a lot of trouble getting the game to use a single-speed transmission... first of all, i've figured out that when defining gear ratios, it has to have a neutral or it causes an error. then, setting the "automatic modes" i can make it only be "1" and this works, however the UI doesn't really show any info anymore.
    Screenshot69.png Screenshot70.png
    Code:
    "hatch_transmission_direct": {
        "information":{
            "authors":"SebastianJDM",
            "name":"Single-Speed Automatic Transmission",
            "value":300,
        },
        "slotType" : "hatch_transmission",
        "slots": [
            ["type", "default", "description"]
            ["hatch_converter","hatch_converter","Torque Converter", {"coreSlot":true}],
            ["hatch_differential_F","hatch_differential_F", "Front Differential"],
        ],
        "powertrain": [
            ["type", "name", "inputName", "inputIndex"],
            ["torqueConverter", "torqueConverter", "mainEngine", 1],
            ["automaticGearbox", "gearbox", "torqueConverter", 1],
        ],
        "gearbox": {
            "uiName":"Gearbox",
            "gearRatios":[0, 2.0],
            "parkLockTorque":1500,
            "oneWayViscousCoef":22,
            "friction": 7,
            "gearboxNode:":["tra1"],
        },
        "torqueConverter": {
            "uiName":"Centrifugal Clutch",
        },
        "vehicleController": {
            "automaticModes":"1",
            "defaultAutomaticMode":"1",
        },
    
     
  6. fufsgfen

    fufsgfen
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    I think that you need modes ND and default to D, or then you might need custom shift logic. Diamondback did post quite long post detailing custom shift logic changes before the update, I haven't managed to test those things yet, so kinda have no idea.

    It can be kinda tricky to get only 1 to show up.
     
  7. SebastianJDM

    SebastianJDM
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    that sucks. but i just looked at the DH gnat and it literally includes a centrifugal clutch lua. i thought you meant it included some kind of coupling that i could use to imitate one, but apparently it's exactly what i need, except it doesn't seem to have any lockup at all, meaning it always goes back to idle when off throttle. how would i go about fixing that?
     
    #7 SebastianJDM, Nov 8, 2018
    Last edited: Nov 8, 2018
  8. fufsgfen

    fufsgfen
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    Hmmm, looks like it takes two parameters in, which you set in jbeam. I would suggest testing with something like this:
    "engageStartRPM" = bit lower than idle rpm
    "engagementRPM" = bit higher than idle rpm

    Setting start rpm bit lower than idle might actually keep it spinning, but it is a hack.

    I think that it might be needed to tamper with how that lua calculates torque, so that it would kinda ignore torque, but do adjustment only based on rpm (AV).

    I don't have very strong skills on this area though, so you might need to send message to Darren, but if I recall correctly, it was not Darren who made the lua I think someone made that for him.

    Sorry that can't give more concrete answers, but hopefully this little helps to correct direction at least.
     
  9. SebastianJDM

    SebastianJDM
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    i will try when i get home, thank you for your help. i believe i set the engagementRPM to 2500 and engagementStartRPM to 1200, so i’ll fix it and see what happens.
     
  10. SebastianJDM

    SebastianJDM
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    so it was a super simple fix actually.
    Code:
      -- If the output is slower than the input, engage clutch proportianally to rpm, else disengage amd freewheel
      if(avDiff > 0) then
        device.clutchRatio = min(max((device.inputAV-device.engageStartAV)/device.engagementAV, 0),1)
      else
        device.clutchRatio = 0
      end
    
    a clutchRatio of 0 is completely disengaged and 1 is completely engaged. the stuff above basically says if speed is less than engine RPM, do the centrifugal thing, otherwise disengage the clutch unless pushing the gas.

    i only needed to change the 0 to a 1, so that "otherwise, keep the clutch 100% engaged" instead of 0%.

    double post oops
     
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