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Gavril D-series Engine misfire/ RPM floating

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Dmitry_97, Apr 3, 2021.

  1. Dmitry_97

    Dmitry_97
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    Hi everyone!
    I was taking a little trip around Crimson valley on stock Gavril D. After few bumps on road I stuck on little climb and notice one interestig detail:
    car was at realistic clutch mode (on automatic gearbox), so on "D" RPM starts maybe like misfire and after engine turns off. I trying to turn it on again some times, but it looks like it broken BUT at the engine debug and thermals there is no difference between just spawned one.

    So here's some screenshots, maybe anyone has same expirience/ maybe it's in-game simulation of damage (which is soooo cool).
    I have some other interesting situations, when engine is starving of oil and about to being dead, I turn it off and after that you can ran it only when the gear is on (for manual boxes).

    P.S.
    Had tried with manual gearbox, same result! idling at about 600-700 RPM then shutting down.

    On screenshots you can see normal and damaged car indications.
    (Normal engine started once, damaged engine started twice)
     

    Attached Files:

    • what_3.jpg
    • what_4.jpg
    #1 Dmitry_97, Apr 3, 2021
    Last edited: Apr 3, 2021
  2. Diamondback

    Diamondback
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    If you impact the engine and its accessories hard enough, they can take damage and lead to a rough running engine :)
     
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  3. XTeeManX

    XTeeManX
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    Just like IRL if you push the engine too hard too fast, things will break even if they look perfectly normal. All it takes is stock suspension hitting a pothole or bump at JUST the wrong angle and boom, timing belt slips or your starter motor jumps a few notches and your engine has problems firing back up. I learned this the hard way with my truck.
     

    Attached Files:

    • 83197d01a8ed1b3899e2f1ef53b772d5.png
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  4. Agent_Y

    Agent_Y
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    There should be a message pop up on screen for physical engine damage like there is for the induction system damage imo
     
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  5. Diamondback

    Diamondback
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    Yea, adding that was the first thing I did after writing that post :D
     
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  6. default0.0player

    default0.0player
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    "hard enough"

    "a few bumps"

    It is clear that the engine block is too fragile.

    Also how about not to cutIgnition when the engine is idling, just like upshifting sequential transmission.
     
  7. Diamondback

    Diamondback
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    Look at the screenshot, that car isn't too far away from being totaled from "a few bumps".

    The damage doesn't care about idling or not, your car doesn't enter a magical mode that doesn't need a working ignition system when around idle.
     
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  8. XTeeManX

    XTeeManX
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    Sorry but...


    That is most definitely NOT "a few bumps".

    You hit a bump hard enough to bend the bumper right up and bend the hood. See the angle of the bends? That indicates that the suspension most likely bottomed out so bad that the suspension went right through the supports. God knows what that did to your oil pan, front diff, wheel hubs, axel, and all the other vital components at the bottom of the engine.

    The engine block strength isn't the issue. The issue is how hard you're pushing the vehicle. Remember, this is a realistic damage model, EVERYTHING you do affects the vehicle in some way. This isnt GTA where you can jump down a set of stairs and be perfectly fine. Take the heavy duty D-Series or even just toss some better suspension on it and I can guarantee you, it will not repeat.

    I make a living off of this stuff.
     
    #8 XTeeManX, Apr 5, 2021
    Last edited: Apr 5, 2021
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  9. driftingmedic

    driftingmedic
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    It is difficult to get an accurate feel for the forces at play in video games. Hitting a curb at 50 mph while playing Beamng feels like nothing, but do the same in real life and it really shakes you up. So it may feel like the few bumps you are hitting do nothing but in reality you would be hitting multiple G's of force. I used to drive a 97 F150 on 36 inch tires, doing trail runs every weekend. Driving that thing around a trail at 15mph made me feel like i was going to die, but doing some of the same things at double or triple the speed in Beam that i did in real life feels like nothing, i cant get a feel for speed so things break before i realize what is going on.
     
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  10. eduaavila

    eduaavila
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    I'm having a simillar issue, where after body damage the engine starts to fail more and more at any given RPM, idling it jumps all over the place from 720rpm to 200 rpm, and stalls. As the body is more damaged it gets worse, even if there is no damage to the engine parts, tranmission and gearbox at all.

    Initially it only skips a little, but later on it starts to get real bad and even not have adequate power. Detail, this doesnt happen with most cars, even if they are awready in a bad shape, with damaged piston rings, heat gasket, cooling system, etc. I couldnt manage to replicate on video when i only hit the sides and back of the car and not the front, and had the same engine issues with the gravil. Btw several times i replicated this issue i didnt notice any misfiring at all. If there was any considerable damage with difs, transmission or axels, firstly it wouldnt just cut the RPM, and second it should be possible to know using the damage indicators or the warning messages, and there was no problems reported there.

    Both base (A) and the second V8 (M) configs had the issue. In version 0.12 (i think, it was the last one i played some time ago), gravil didnt had these issues.

    Here i have some tests that, while i wasnt able to only damage the body, there was no damage to any the important power delivery parts at all (first half is me damaging the car, and the second one, is testing what it does):
     
  11. default0.0player

    default0.0player
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    BeamNGdrive-0221011673-RELEASE-x644_8_202111_13_05AM.png BeamNGdrive-0221011673-RELEASE-x644_8_202111_12_51AM.png
    I got engine intermittent power with only cosmetic damage(engine bay ok, frame/suspension not bent, vehicle not rolled over), the power loss is to the point that with full throttle, zero power time is longer than full power time.
    If you take the default D-series to the destruction circuit. It can only go less than two laps before falling down to below 20mph(NO message and no damage indicator yellow/red), making the vehicle one of the weakest vehicle on the circuit(base model Sunburst/I-Series are better than this). It might be possible that the damage triggers are put in the wrong beams(or at least the vehicles need to be rebalanced).

    In comparison, FCV have to be damaged like this to trigger intermittent power
    BeamNGdrive-0221011673-RELEASE-x644_8_202111_36_08AM.png
     
    #11 default0.0player, Apr 8, 2021
    Last edited: Apr 8, 2021
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  12. Dmitry_97

    Dmitry_97
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    Yes, totally agree with you. I like how physical model of damage works in bng, have never thinked that it THIS real.
    I have really noticed this first time (from around 4 years), when decided just to take "normal" trip around bumpy roads, on stock car and with no total crashes and was confused a bit. Thats should be great to take pop up messages, when you damage engine's sustems, or something like extra tabs in engine debug, all about physical damage. I have also thinking about engiene interaction with water, not only like flooding with water, but also causing some troubles with electric sys and making belt squealing.
    --- Post updated ---
    Same, I have tried with different vehicles but gavril D, Van and Roamer are really easy to damage engine, I think that is because they all have same engines and its placing play a role too
    --- Post updated ---
    Same, I have tried with different vehicles but gavril D, Van and Roamer are really easy to damage engine, I think that is because they all have same engine and its placing play a r
     
  13. eduaavila

    eduaavila
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    I was able to have the same issue with even less cosmetic damage!

    I attached the pictures here, the car wont even idle at all, it stalls right away, and can barelly manage 30km/h. Sometimes when it fails less it can go up to 80km/h, but its not aways. After some more bumpy roads in a slight uphill the car just stalled and not even on neutral it can actually turn on anymore. It sometimes does for a sec but stalls imediatly even if i'm pressing the throttle all the way, and as the images show, the engine, the suspension, engine well, transmission, its all fine!

    Also tested the Roamer, and the same behavior happened.
     

    Attached Files:

    • BeamNGdrivex64_Xc8XRKLR5O.jpg
    • BeamNGdrivex64_CHzKcnClR2.jpg
    • BeamNGdrivex64_bOQsqZ2Zo3.png
    • BeamNGdrivex64_14M8QDKw8Q.png
    • BeamNGdrivex64_VeP8FNESeY.jpg
  14. rockstar2923

    rockstar2923
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    Awesome!
    I had only just noticed this rough idle and cutting out myself on the Grand Marshall when I had jumped it but it hadn't displayed any particularly significant damage and no engine colour change or damage notification (like the new induction damage system). I was loving it haha but didn't know if there was a new damage implementation not displayed yet so I went searching, thanks for the response :D You are amazing with this level of detail implemented.
     
  15. dro3m

    dro3m
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    I'm trying to dig threw the lua files to find something I can use in the console to manually trigger induction damage, but I can't find anything. Perhaps you know the right command?
     
  16. Diamondback

    Diamondback
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    You can use something like this:
    Code:
    powertrain.getDevice("mainEngine"):applyDeformGroupDamage(<damageAmount>, <groupType>)
    Where <damageAmount> is a number (try 0.1 for starters) and <groupType> is one of the following strings:
    • "main" (for damaging core engine parts
    • "radiator"
    • "turbo"
    • "supercharger"
     
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  17. Agent_Y

    Agent_Y
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    So it's not possible to trigger intake damage, oil pan damage, engine piping damage, exhaust damage, intercooler damage or engine accessories damage yet? (All of these are Vivace engine deformgroups)
     
  18. Diamondback

    Diamondback
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    That's not how this works, for the powertrain deformgroup damage, some deformgroups are combined into one.
     
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  19. Agent_Y

    Agent_Y
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    This needs some documentation so we can understand better how it works.
     
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  20. Diamondback

    Diamondback
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    I think everyone agrees on that :)
     
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