[SOLVED, didn't have to reduce it after all] Is it possible to reduce torsion reactor force?

Discussion in 'Content Creation' started by Agent_Y, Aug 2, 2021.

  1. Agent_Y

    Agent_Y
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    Just what the title says, I want to know this because I'm working with forces attached to very light engines (45-65 kg) and the amount of force generated is enough to literally spin the engine on the ground when I remove all the beams connecting it to the car. Depending on the chosen reaction nodes it can also shake it enough to cause oil starvation on idle. And yes, the force has to go directly on the engine like in the Piccolina, I could go with no torsion reactor at all like it's done in the SBR4 but that would get rid of the slight engine wobbles on revving (the engine is mounted on a spring) and I want to keep that.
     
  2. NOCARGO

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    combustionEngine.lua line 746, initialTorque times or devided by whatever you choose. What you mean is "torque reaction" not "torsion reaction". It's a core file of course but the combustionEngine.lua can be made as a custom lua file as you probably know :)
     
  3. Agent_Y

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    I don't mean torque reaction, I mean TorsionReactor from the TorsionReactor.lua file. For now I have disabled it because the force it generates is too high, it makes the whole engine wobbly.
     
  4. NOCARGO

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    Well, in that case maybe take a look at the updateTorque function (in the torsion lua) ? I guess modifying inertia count would work too but device.outputTorque1 would be my first choice for a possible solution. No time to test this myself now. My torque reaction test was a nice one though :p
     
  5. Agent_Y

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    I'd rather do it in a more realistic way than editing files, I'll try the inertia solution.
     
  6. NOCARGO

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    Please do not forget that the whole deal is a sum of ones and zeros :)
    To do things 'right' we can only go for the best representation of the simulation we want.
    And everything we do to mod is exactly editing files.
     
  7. Agent_Y

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    Yeah I get it, but it's just that I trust the devs more than myself in terms of engine simulation, I'd rather do it in a way it was intended to rather than inventing my own solution that could have side effects or something.
     
  8. NOCARGO

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    So that means your question is directed towards the devs then ? Fair enough if so. There's nothing wrong with inventing your own solutions you know, if you study the code well enough you might be satisfied with the solutions you come up with. (easier said than done ? maybe, maybe not, I know I know :) )
    --- Post updated ---
    If you want to stick to jbeam you can try to lower engine torque and gearbox friction/torque maybe ?
     
  9. Agent_Y

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    I'm not lowering the torque because I based it on a real life torque curve from factory data, I might try the gearbox friction. And yeah I get that there's nothing wrong with it but I don't have enough experience for it yet.
     
  10. Agent_Y

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    Solved, it had actually nothing to do with the torsion reactor at all! Turns out there was a non-documented change in 0.23 that renamed "friction" of the gearbox to "torqueLossCoef" and they added a new value called "friction", same as the old one, that does this, and mine was way too high because it was the "old" friction while the "new" one is supposed to be 100 times lower. Reduced it 100 times, added torque loss coef relative to old value, and it's fixed now!
    Basically the gearbox was making the engine 100 times more shaky than it should be, and I thought it was the TorsionReactor doing that because removing it would solve the issue, but actually it was only making an existing issue worse, and it was caused by the devs not metioning a really important change to gearbox behavior.
     
    #10 Agent_Y, Aug 4, 2021
    Last edited: Aug 4, 2021
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