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Driving Modes: Brainstorming

Discussion in 'Microblogs' started by Diamondback, Mar 5, 2019.

  1. Alex_Farmer557

    Alex_Farmer557
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    IDK if this has been suggested, but how about cylinder deactivation?
     
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  2. anselme

    anselme
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    for an eco mode ?
    Like the idea a lot so we can have a three cylinder on the ETK
     
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  3. Alex_Farmer557

    Alex_Farmer557
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    3/4 in eco 4/5 in normal 6 in sport
     
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  4. Diamondback

    Diamondback
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    Vehicle Systems Lead
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    We don't simulate cylinders, so there's really nothing to deactivate I'm afraid...
     
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  5. anselme

    anselme
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    maybe just change the sound and the power the "engine is giving" ?
     
  6. Alex_Farmer557

    Alex_Farmer557
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    A lua code that swaps between three different torque curves/sounds?
     
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  7. esesel

    esesel
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    How about different torque distributions for awd?
     
  8. Capkirk

    Capkirk
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    The old pessima has an active center diff, and the sunburst switches to 90% rear bias when the ESC us in drift mode already.
     
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  9. NaNe

    NaNe
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    maybe when driving through water cars electrics stop working?
     
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  10. default0.0player

    default0.0player
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    Yep this is possible theoretically, check out the Herbie mod.
     
  11. Arcanox

    Arcanox
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    I can see "drive modes" fitting in well with my Hybrid system, given that hybrid vehicles typically include different operating modes. Toyota has their "pseudo-EV" mode and sport mode, my Volt has "mountain" and "hold" mode. Of course I could implement these with custom keybinds and a bunch of extra Lua code, but if some of that was built into the game, it'd make it easier to implement.
     
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  12. adhamghaly02

    adhamghaly02
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    any ideas for rev matching tho
     
  13. aljowen

    aljowen
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    Depends how advanced you want it to be. It could simply blip the throttle slightly on all downshifts. But that would be a bit naff.

    To do it properly, you could make Lua look at wheel speed and gear ratios, and use that to figure out how fast the drive side of the clutch is travelling, once it knows that, it can apply throttle to exactly match the revs to meet that.
     
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  14. Michaelflat

    Michaelflat
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    could reuse the code for automatics also in the opposite direction for throttlecut..
    eg. 1st to 2nd is a small throttle cut, but then 2nd to 3rd may be a large throttlecut..
     
  15. Capkirk

    Capkirk
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    If you use a manual transmission in arcade mode it will rev match perfectly for every shift. The logic already exists, you just need a controller to be able to call it on the fly.
     
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  16. iheartmods

    iheartmods
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    I think engine timing would be a great addition with the ability to tune things like timing advancement depending on engine load, akin to modern fuel injected systems.
     
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  17. CaptainZoll

    CaptainZoll
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    When I was trying the SBRE hypermiling scenario, I considered the possibility of having an adaptive amount of power on tap (e.g. in economy mode, it might only give ~80Kw at full throttle, where performance mode will allow for the full ~300 or so.
     
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  18. JowoHD

    JowoHD
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    all i can think of is that old cadillac (?) system that cut the cylinders from 8->6->4, i know that cylinders arent actually symulated but 3 torque curves and sounds for the different engine modes at speed/rpm would be awesome, there isn't a perfect car which could really have it now but im sure they will be some sort of body-on-frame landbarge at some point - maybe the moonhawk? or even a 4 door model based on a longer frame... okay now im just dreaming lol
     
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  19. Addicti0nToB00st

    Addicti0nToB00st
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    New etks would be eligible for that feature. When on low fuel, it turns its other cylinders for fuel economy. Also fake sound actor would be a great addition too.
     
  20. ItsTheLittleAcura!

    ItsTheLittleAcura!
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    I'm trying to simulate that system now, and I'm having some lua issues. Kind of like the IRL system from 1981, the software/hardware didn't always work as planned :)
     
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