Released RK's Highly Customizable Engine (Now V8!) 4.2.2

The Most Customizable Engines on the Forum! Now even better with a Rotary!

  1. R4NKING

    R4NKING
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    Wasn't it the other way around, did you try to use a low stall torque converter?
    But otherwise, did you use the boost maps on the ECU? That could make the clutch/transmission to slip if it's on a too high number.
     
  2. CarloverGTS

    CarloverGTS
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    Oh damn, i didn't know it was an unpopular opinion. The reason I feel like that is cause there is only so much you can do and so much BeamNG can do. To aim for 100% realism is nonsense because that would require a level of detail and additions that even you can't achieve. That why just making it as fun as possible should be the goal sometimes, and it's something this mod already achieves. I think all I'm trying to say is, don't push yourself too hard, boss.
     
  3. R4NKING

    R4NKING
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    yeah i mean i can understand when people want to replicate a specific engine, but the mod isn't made for just that engine. Its made that you can build ANY engine you want. Old 8liter v8 with 150hp. Or a modern NA 6.4liter v8 with +400hp.
    The Anti Starter is also something dumb, but i found it funny xD (spins the engine in the wrong way until it explodes. Can rip a car around quite hard with the right engine setup xD)
    Yeah i try my best to make it as realistic as possible, but i can't make it more realistc then beamng itself made it.
    --- Post updated ---
    i would need to try that myself. With normal flatplane crankshaft the same thing happens? If it still happens, try to deactivate all mods and just activate my mod and try again.
     
  4. david7x

    david7x
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    ah, well i saw some vids of someone making a car go 500k rpm, i wanted to recreated that, sadly i don't have any modding experience
     
  5. Sparklingtube

    Sparklingtube
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    .
    --- Post updated ---
    Don't look at my previous post, accident, anyways, I noticed it happens with flatplane and normal crankshaft, I will try to do your suggestion and see if it happens again, I will update today or tomorrow.
     
  6. erkinalp

    erkinalp
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    An anti starter could be quite useful in a two stroke, especially when one is attached to a transmission without reverse. In those, you have to reverse the engine instead.
     
  7. Sparklingtube

    Sparklingtube
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    I've narrowed it down to being the sound of the engine, it starts to get the same at around 7K RPM and it's REALLY annoying when trying to make a decent engine.
     
  8. R4NKING

    R4NKING
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    just tested it, the problem is the sound isn't made for higher rpms. it just pitch it so its not 100% the same if you rev it higher. but thats a problem all mods should have that uses normal beamng sound.
    --- Post updated ---
    Also for everyone, if you want to use the engines already in the lansdale you can use the universal part in the numberplate design slot. I'm already working on it and almost added all engines yet. so hopefully there will a update before the weekend :)
     
  9. Sparklingtube

    Sparklingtube
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    Alright! Thanks for the info, I also just saw another mod called changed engine sounds for all vanilla cars changed the engine sound of your mod, I really wonder why as it shouldn't affect your mod.
     
  10. TitaniumDrifter

    TitaniumDrifter
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    This is so much fun to use, for the past few months I have literally just played beamng because of the mod. There should be some sort of repository for community configs for fans of this mod, would be so nice to see and share the crazy stuff people have built using it :)
     
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  11. R4NKING

    R4NKING
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    Thanks alot, love that you enjoy the mod!
    I wanted to add custom engine configs to it like 2.0 NA I4, 2.2 SingleTurbo I4 etc, but sadly that isn't really possible with parts that have subparts, like turbos. Maybe with a custom lua but i don't know anything about that.
    Idk if there would be people interested in it, but i could make a Discord server for my beamng mods with a dedicated channel for that. I will think about it.
     
  12. erkinalp

    erkinalp
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    hmm you could make a custom UI app that would import the relevant variables into/export from the parts config.
     
  13. R4NKING

    R4NKING
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    Yeah maybe that would be possible, but I don't know anything about custom UI apps. Would be awesome to swap various pre configs into it. Also had the idea to add configs from the community but yeah, without a UI app it's not really possible.
     
  14. R4NKING

    R4NKING
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    R4NKING updated [I5/I6/V6 Diesel Update] RK's Highly Customizable Engines (16 Enginestypes!) with a new update entry:

    Lansdale update

    Read the rest of this update entry...
     
  15. SSRG

    SSRG
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    On a scale of 1 to 10, how painful would it be to have a separate mesh for each engine, placed correctly in every car?
    Because I feel like that’d take too much effort and time for each vehicle, hence the models are from the base game cars.
    Great mod though, appreciate it! Kinda kickstarted my whole modding career, now I’m putting V12s everywhere (check my first mod’s description and thread for context {not an ad}) :p
    --- Post updated ---
    Ok actually that just seems like an ad…
     
  16. R4NKING

    R4NKING
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    Idk if it would be so much pain, it would be just like a insane amount of work. Especially for turbo + supercharger setups do fit everything in every car with lining up the exhaust.
    I learned how to use blender properly, so maybe I could try to edit/make a engine model which I could try to swap in. But no promises (that would be over 500 engines which would need to get fitted)
     
  17. SSRG

    SSRG
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    True, although maybe with custom meshes you could take the approach of:
    -Engine: „RK swap” -> RK swapped engine: [engine goes here].
    So all cars would only need one jbeam for them, that being the engine swap, the engines taken from the common folder. Then maybe some kind of offset could be applied to the engine mesh special for every car.
    I dunno, just ideas.
    --- Post updated ---
    Also yeah the turbo/SC thing would be a pain. Maybe you could just not put those there?
    Hmm…
    --- Post updated ---
    I could explain what I mean in further detail if that’s needed.
     
    • Agree Agree x 1
  18. R4NKING

    R4NKING
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    Yeah a common model for every engine type was also my idea. Just move it with node offset and maybe rescale it depending on the car (especially pigeon) but still, you would need a custom exhaust connection between the engine and the original vehicle exhaust which would need to be custom.

    You mean I should add no turbo or supercharger models?

    Also didn't replied to the other message, awesome that you got into modding because of me, if you have any questions about something, I would gladly try to help :)
     
  19. Boogary126

    Boogary126
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    Howdy, first off great mod.

    Secondly if you take suggestions a single cylinder or a v2 bike engine would be cool
     
    • Agree Agree x 1
  20. R4NKING

    R4NKING
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    Hey, thanks :)
    I said it few times already, I'm limited to the engine sound which the game provides. There is one hidden sound I found where I'm working on currently. Maybe I can get some custom sounds
     
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