Actually the Burnside is 1800kgs while the heaviest production Bluebuck is 1750kgs whilst the lighter ones are at 1590kgs
Actually why not weigh the frames of both cars. It wouldn't surprise me if all that exttra weight in the Special is the body its self, i mean its pretty chonky looking for an early '50s fullsize "middle of the higher up range"
i think having the turbo hiss on while accelerating and making it rev up to an unreasonable amount of rpms would make sense
I only just found this thread because of the comment above, but I do have a suggestion that "might" give you the effect you are after... naturally testing will be in order to see if this kind of weird solution works or not. Without going bonkers and programing everything to make a completely new type of engine system in LUA which... would be the right way to do it I guess, but many lack the knowledge to do that... me included. What you "could" do is build an engine with the max RPM at around 60,000 to 80,000 (I have no idea what the real max RPM was, but I think the tach went to 60,000 so we will go with that) and then make the idle RPM around 20,000 RPM's. As for the max damage RPM (or at what RPM the engine will take damage) I would bet, being a turbine, that it probably would be capable of hitting 100,000 rpm's or more with no real issues, but in the real car, since there is no drivetrain feedback, more than likely you could never over rev it. Inertia will probably be fairly high seeing as... well... its a big ol turbine and they aren't fans (ha) of spinning up or down quickly. To add to that, I would also guess the friction would be quite low as well seeing as... well... it is just a free spinning turbine... no compression strokes or anything like that to worry about slowing it down. I would guess it would take them a solid 3 to 5 full seconds to hit 80% of their max RPM's (this is a total guess... would have to find a video of one "reving" to really see). I would also say that it shouldn't be capable of taking damage from max torque so I would set those parameters very high accordingly. Now... as for the torque curve. Well... your going to have to play with that to get it to feel right... but my guess would be to take that torque curve you had before This one. Now this is from the output shaft and not the physical turbine itself... however... I might have an idea for what you could use to get something close to this. So the real Turbine car used the output shaft connected to a 3 speed automatic... knowing GM both then and now, more than likely it was probably just some generic 3 speed auto seeing as the output shaft RPM's seem to be fairly similar to a piston engine (I am sure that was on purpose). So, what you could do is make your own Torque Converter to "act" like the output turbine on the engine. To make it realistic... it would be non lockable... and its gonna slip like its nobody's business. If I were to take a crack at trying to make it... I might try something like this? Now... caution... the BeamNG TC model might break with some of these numbers, so you may have to play with these as well. The TC diameter is going to play the biggest roll in this as you are going to want the TC stall RPM to be about 50 to 60,000 RPM's... which sounds hilarious but that's the nature of this thing. This means that the diameter will have to be absolutely tiny... like 0.1m or maybe even smaller... this alone might break beam, but nothing more than to just try. Converter stiffness is going to be very low as well as you want it to slip like crazy... again... 0.1 or smaller potentially. Again... might break beam. Stall torque ratio is going to be important... This is how much multiplication you get when the output speed is 0 RPM... so basically full throttle with the brakes on. I have NO idea how much torque a turbine makes at its output shaft, but we DO know how much the output shaft "should" make at full stall. According to our little torque curve graph, the output shaft should put out 425lb-ft or 576.3Nm at full stall. I can only assume that that would be with the turbine at max RPM and then as the car accelerates, the RPM difference goes down and thus the multiplication goes down (leading to that drop in torque over the full output RPM... hopefully). So... My random Guess would be that at max RPM for the turbine it might make about 5 to 10lb-ft... just a guess. So... uh... lets say at 60,000rpm's it makes 10lb-ft. To get that multiplication out of the TC, that would mean you would need a stall ratio of 42.5. This might break Beam as well Fluid density... uh... if changing the diameter to really really small numbers breaks beam, you might be able to use a really low fluid density to get the same effect... experimentation will be necessary. You might be able to put the density of air in and get a realistic effect seeing as air is what the turbine car uses in reality (sorta... you know what I mean) Lockup clutch torque... well... we don't want it to lock up at all... so I would make that number as low as it will let you without breaking... or at least lower than the lowest number in the torque curve for the engine. K factor smoothing... it will be fairly unresponsive... so a higher number may be in order. Additional engine inertia... 0 as its not connected at all in reality. Try those and see how it works!
Chrysler fanatics can get very upset if you mistake Chrysler for GM, just be careful out there in what you say
Please don't kill me for bumping this thread, but I remembered that this mod existed and figured I'd tinker around with it in an attempt to "revive" it a bit. All I've really done so far is just make the engine less prone to oil-related damage, since after a short while the "piston rings" (even though it's a turbine) would fail. I still haven't touched the engine's model itself even though it's somehow changed to the inline 6 model overtime. If it's fine with the creator I could upload the more reliable engine here and let someone else do the model work since I have no idea what I'm doing lol. Would be awesome to see this actually become a proper thing though
Hey, you should definitely upload it here tbh. Didn't think anyone would make a remaster of it 1 and 1/2 years later but im glad it is revived. I didn't know that the piston rings would fail after a while even though my test run was like 5mi give or take. The problem I encountered while making it was simple: to make it accurate I needed to lua it which I was simply too lazy to do. So, that's why it has oil related issues even though the real engine does not use an ounce of oil. I chose the inline 6 simply because it was more weight accurate and it had less messy customization options which I wouldn't need to worry about. Anyways, keep up with the good work! Also, I hope the remaster will become a thing.