Hey, thanks for your detailed post post, here are some insights: Au contraire, as you probably know you can't heat coolant past its boiling point, which at normal sea level is around 100°C. At that point it would usually turn to steam and bubble away from the heat source. However, the boiling point massively depends on the pressure being exerted on the water, which means that you can raise the boiling point (and therefore the max liquid temperature) by pressurizing the system. That's exactly what happens in a car, the coolant system is capped off, allowing for pressure to build up when it would usually just turn to steam around 100C. The problem now is that we build ourselves a pipe bomb... That's why the coolant system has a max working pressure before a safety valve opens and vents pressure to the outside world.As soon as the coolant leaves the pressurized system, its temperature is now way over the (new) boling point and it turns to steam immediately. (That's where all the steam comes from when you overheat the car, both IRL and in the game) The evaporation happens outside the cooling system, right at the safety valve, so in practice this really doesn't cool anything. Heat transfer is indeed 0 if you have nothing to cool with. If you boil off all the coolant, there is nothing left to work with anymore... Making the heat exchange rate 0. (When it comes to the simulation, we are only looking at liquid coolant, the steam now in place of the former coolant technically can transfer heat too, but it's such a chaotic and irrelevant effect that we are not modelling that) Once you boiled off all the coolant, these numbers pretty much become useless, for math reasons there is always a tiny little bit of coolant left to prevent division by zero issues, but the whole coolant system is basically dead at this point and not in a surveillable state anymore.
Great explanation. Very informative. Could you please take some time to investigate this, especially the last and the second last picture, I'm so confused. Thanks
No reset. I did waiting for an hour to watch it. First the coolant went 130 so it's all gone. Then I shut the engine and waited to watch the engine went 130 120 110 100 90 80 70 60the coolant was at 130, then when the engine went about 55~57C the coolant suddently went down AND the cylinder temp went UP.
Interesting. I gotta admit I don't usually watch the thing run for an hour But dunno, I have no explanation for that behavior, gotta investigate
Hm I think i have found the issue, there seems to be a jump in coolant efficiency when you got the thing boiled empty and then let it cool off again (which then in turn heats up the cylinder walls) I hope it's ok for you that a fix for this won't be in the next hotfix, this is a fairly tricky piece of code, so I don't want to rush this. Doesn't seem like a game breaking bug to me.
Found some slight problems with the Bluebuck. 1. Stock exhaust seems to be clipping through the body on all models using it. 2. Rear seats seem to be slightly clipping through the rear wheel well 3. The clock doesn't seem to work properly on either of the instrument panels.
I'm pretty sure the Miramar and and ETK I-Series both have working clocks, so I assumed the one in the Bluebuck would as well. While we're on the topic of clocks, I think giving the Burnside a functional one as well would be neat.
This may be stupid question but couldn't the movement of upper A-arm attachment point be scripted to move more realistically? Or is that value fixed to the placement of A-arms? Something completely different I've noticed, not sure if it has been mentioned here before. The traffic always seem act based on the first vehicle you had when they were spawned, ie. if you had a cop car when you spawned traffic the AI police will treat you as a cop even after changing to non-cop car and vice versa.
Hello Devs, as always loving the update and the endless dedication to the game. Played it a ton this weekend and have a few minor findings: - The engines now have no sound below 500 rpm or so. Letting off the clutch too fast used to result in a realistic "bucking" sound of the engine which is gone now. Same when shutting off an idling engine, it just drops to no sound instead of puttering out. - Hopper I6 "maxRPM" value in the jbeam is 7500 now so it could use a rev limiter or Stock ECU to show a more realistic redline on the HUD tach. Also it seems to take forever to rev down now even with a lightened flywheel. (Edit: I had heavy-duty long block installed, rev speed is fine when changing to regular long block) - The "woosh" sounds added are way too loud when driving in the cockpit view with the windows up. Most noticeable on the West Coast highway map. - Need some 31" or 33"+ M/T tires for those new steep off-road climbs!
Hey. I noticed that the ai risk value has been changed from 1 to 0.3, and it's good and all, but now I need to change the value every time I set the ai to make it more risky. Is there any way to set a default value for this?
Noticed a problem with modded sirens when testing out an update I made for my federal signal mod. After you click the button to turn off the siren, it slowly fades out rather than abruptly cutting out. The same goes for all modded horns I've tried. Video of issue:
Thanks for the report. It's actually the decal on top of the terrain that's not getting updated. You can use the Decal Editor to slighty move the decal so it updates its position. We're also working on a fix though.
There is currently no support for modding horns or sirens, you can only use those that come with the game. We are trying to change that, but it's not a trivial task.