Unsolved BeamNG's Poor Supercharger/Turbo Implementation

Discussion in 'Mod Support' started by gameboy3800, Dec 22, 2022.

  1. gameboy3800

    gameboy3800
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    Joined:
    Apr 27, 2014
    Messages:
    791
    I've been making engine mods for a long time, and one thing i can say with absolute certainty is that beamng's supercharging system while functional at a basic level is far from perfect.

    First of all, with turbos; there's no actual way to make a true 'twin turbo' setup, its just coded as a single turbo with different parameters. If you wanted to make a compound system where one turbine feeds another, the best you can do is code one turbo to be just very efficient or with little inertia. what i've done in my mods is treat the 'little turbo' as a supercharger in coding to get all the benefits of a large + small turbine, even if its not accurate it does get the effects i'm looking for. it is cool that beamng supports twincharging in the first place.

    next with superchargers, the Roots type blowers is the most accurately portrayed with the ability to add twisting lobes, simulate clutches and being able to adjust the gear ratios and how much air can be forced into an engine. However there's no way to simulate lean blower surge properly that isnt just giving it a big idle roughness number. i suppose that's more an issue with the fuel system implementation but it does directly feed into this point.

    BeamNG does support other common supercharger types like Twin Screw or Centrifugal type. However this implementation is just embarrassingly bad/outdated. real life twin-screw or centrifugal superchargers actively compress the air before its fed into the engine. beamng does simulate this very well. there is an issue though: because these type of superchargers compress the air just like a turbocharger, they need a wastegate and blowoff valve to relieve the pressure and not just blow the head gasket with overboost. in beamng, you can add a bov and wastegate to a turbo, but not to a supercharger. dont get me wrong, you can add these flags to a supercharger, they just wont function or do anything at all.

    lastly, there's no way to implement proper intercooling afaik. sure you can just add the models and say its intercooled or even add a torquemodIntake value, but it would be good if it actually did anything natively.

    I'm currently working on a centrifugal system on a big block motor mod, and noticed all these supercharger shortcomings. i think it would only benefit the modding community if the flags for superchargers and turbochargers was given a big overhaul. not only to be more accurate, but also to make more sense to someone new just getting into it.

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    • Agree Agree x 1
  2. Beastdavidrush 2

    Beastdavidrush 2
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    Joined:
    Nov 5, 2020
    Messages:
    21
    Well Spoken...... I agree
     
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