Turbocharger Logic

Discussion in 'Ideas and Suggestions' started by Hatt_, Mar 15, 2025.

  1. Hatt_

    Hatt_
    Expand Collapse

    Joined:
    Mar 20, 2021
    Messages:
    3
    I modify in-game car's engine JBeams for fun sometimes and whilst doing that I was missing some features so, I'd like to suggest 3 of them to maybe make turbochargers more realistic.

    The first feature that I lacked was being able to control Boost Pressure based on engine RPM similar to the in-game Boost by Gear but with engine RPM instead. I know you can sort of work around this by making the turbo efficiency higher for certain rpms but that doesn't recreate it accurately. eg.

    "name":[
    //engineRPM, pressure(PSI)
    [0, 0],
    [1000, 6],
    [2000, 20],
    [3000, 20],
    [4000, 19],
    [5000, 17],
    [6000, 14],
    [7000, 11],
    ],

    this would replace "wastegateStart" and "wastegateLimit" when used

    Second thing that would help is having turbos loose efficiency at higher engine RPM (not in the way that is already in the game). What I mean by this is when hypothetically a turbo would reach full boost of 10 psi at 2000 RPM whilst spinning at 150000 (turbo)RPM from 2000 all the way to 7000 RPM, but in reality it would have to gradually spin faster to maintain full boost. eg. in the same scenario it would spin at 150000 (turbo)RPM at 2000 RPM but would gradually spin all the way up to 180000 (turbo)RPM at 7000 RPM while still maintaining 10 psi

    And lastly It would be cool to make the Turbo spin at idle. This won't affect gameplay much but it would definitely make diesels or straight piped cars sound way cooler if you could hear the turbo whistle slightly through the exhaust at idle. As it is right now Turbos don't spin at all until you apply throttle.
     
    • Like Like x 2
  2. Taku-chan

    Taku-chan
    Expand Collapse

    Joined:
    May 4, 2022
    Messages:
    60
    this would be crazy to have
     
    • Like Like x 1
  3. Lordlichi2006

    Lordlichi2006
    Expand Collapse

    Joined:
    Apr 4, 2021
    Messages:
    1,323
    boost by rpm isnt a thing tho? you cant just tell a turbo to be at what pressure to be at what rpm, thats what tuning efficienty pressure and spooling speed is for
     
    • Like Like x 1
  4. Hatt_

    Hatt_
    Expand Collapse

    Joined:
    Mar 20, 2021
    Messages:
    3
    All modern and even older turbo engines control boost based on RPM, for eg. VW AG cars even older ones like a 2000s 1.9 TDI have Boost Target maps that demand boost based on RPM, for some cases where you need a lot of torque but not high HP you can make the turbo spin really fast at lets say 2000 to 3000 rpm (eg. 1.3 bar) and then make it gradually drop of to 1.0 bar at redline.

    upload_2025-6-9_18-33-0.png

    And for som reason beamng calculates exhaust power based on my RPM limiter??? whats the point of this? if my limiter is at 6000 rpm i reach full boost at 2000 rpm but if i change it to 7500 then now all of a sudden i reach full boost at 2800 rpm.

    upload_2025-6-9_18-30-15.png upload_2025-6-9_18-30-34.png

    I dont get this "feature" it only messes with my ECU Tunes
     
    #4 Hatt_, Jun 9, 2025 at 6:26 PM
    Last edited: Jun 9, 2025 at 6:33 PM
  5. Hatt_

    Hatt_
    Expand Collapse

    Joined:
    Mar 20, 2021
    Messages:
    3
    Man I wish I had more coding knowledge so i could refresh the whole turbo logic. Don't get me wrong I still love this game but I cat get myself to enjoy turbo cars which I haven't "modified". Because if you actually try to focus on how the turbo behaves, then you will realize that the Cherrier FCV, ETK cars both diesel and gasoline are completely illogical . Turbo values are all over the place.
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice