It's based on the 2011 Cummins 6.7L. That made 350hp and 800llbs-ft torque so, 1084nm@1,600rpm. The BeamNG Horsepower app takes power right from the torquecurve and it doesn't count differential friction so its about right. I did update them a bit though. PowerStroke Cummins
actually not that hard. It was auto generated, and i could do it with textures(i will tell more when i start a thread) its not terrible on fps actually. its just 3 objects and they are fairly low poly
Dunno about the UI app, but game itself does account for drivetrain friction, hence why all differentials in the game have an axlefriction parameter set.
I thought the HP app takes torque curve minus engine friction (which replicates internal friction and accessories) but maybe I'm wrong. Simply changing friction in the engine section and seeing if the torque curve changes would confirm that. Either way, engine friction is working in there somewhere between the values entered in the torque curve and the power delivered to the wheels.
So I lowered the engine friction to 2 and ran 0-60 in 9 seconds. I raised it to 200 and ran 0-60 in 24 seconds. I put it to the standard 20 and ran 9.45. Note the power band stays the same.
I sort-of disintegrated the van... (No you can't get the bus anywhere because Voulk doesn't give me permission to release it. If you want it, go and bug him and tell him to give me permission )
Those are some sexy wheels. First thing to do when released, stick them on the covet (I know the bolt pattern doesnt match)