Hi. I know that BeamNG accurately simulates the change in air density based on altitude. However, does the game simulate the ECU taking this into account and change air-fuel mixture etc. (particularly with modern cars)?
Yes it does. Multiple cars (mainly high end) shut off and don't start anymore on a map with a preatty high location (it's a mod, but I thinks this comes from the game itself)
I do know that. What I'm wandering is whether cars in-game change their timings to compensate for lack of oxygen. Thank you for you reply though
The game has no simulation of timing or A/F mixture, so no, something like this does not happen. Dropping air density levels reduce the power output of the engines, but other than that, there is no effect.
Okay... Just out of curiosity, is something like this a thing for the future to implement or is it too small a thing to worry about? Lately, I have been asking myself what kinds of little 'under the hood' things are considered for an already great game.
I think that stuff like this is never going to get implemented by the Beamng Team because if you would implement one of those features you would have to implement all of the other requested features (i know that this is not exactly true). This would cost a lot of time and in the end, a lot of features would rec up. This would end up being very CPU intensive, which would dissatisfy customers. Also the Beamng Team has a lot of other stuff to do so those features probably won't be implemented. Maybe if the game gets to the 1.0 release, which won't be soon because it's currently in the alpha state.
I don't think so, the issue is that the engine simulation is very old, first when we introduced the powertrain, we decided to keep the old model around and to just improve it here and there, but it is by itself completely incompatible with any advanced engine stuff like timing and A/F ratio... Back then, changing that would have also meant that all mods would be broken, so we opted to keep the old model. These days it would be technically possible to just have a new engine sim along side the old, but this isn't actually a trivial thing. There's only a very fine line between "not complex enough" (like the current model) and "too complex". There's also considerations about ease of use, our modders are used to being able to input a torque curve and call it a day, this is obviously almost impossible with more advanced models... In any case, currently there are no plans for a revamped/better engine model. Eh what? We can't add things because then we need to add other things as well? That's certainly not ever a decision factor.
I should have worded that differently because I meant, that if a feature gets implemented based on a feature request and that's obvious you (the Beamng Team) might get showered with feature requests. And I thought that it's just one of those bells and whistles and not a big thing that has to be resolved before the 1.0 release. @Diamondback I wish I could edit that post, but you already quoted me so i can't do that anymore.