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Vehicle Acceleration

Discussion in 'General Discussion' started by Jacob Carlson, Jan 18, 2016.

  1. Jacob Carlson

    Jacob Carlson
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    Not 100% if this topic has been brought up or not, but it seems like all vehicles are sluggish at take off. I am new and have only played a couple hours, but every vehicle I have used feels delayed. Does anyone else have this issue?
     
  2. atv_123

    atv_123
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    Well, most of the cars are not monsters of any sort, but I can see where this would come from. I believe what mostly causes this is the fact that BeamNG is simulating a torque converter (and pretty well too). Now since this is the case, most automatic transmissions usually have an engaging RPM that the engine needs to hit before the majority of the power is transferred. Usually this number is pretty darn low and feels like someone is slipping the clutch at about 800 to 1000 RPM where the engine has almost no power and very low torque. BeamNG does this exact thing. If you take the vehicles and shift them into neutral and rev the motor, then drop it back into gear, just about everything will get off the line much much better because its basically acting like a clutch dump.
     
  3. needforsuv

    needforsuv
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    most games would do this
    but reverse needs to be addressed as most cars seems to fail at getting in it cause it flicks from r to n like 60 times a second
     
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  4. SixSixSevenSeven

    SixSixSevenSeven
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    completely wrong.

    beamng has no torque converter simulation at all. None.
    clutches are simulated but with a very linear slip to them which is inaccurate.

    the cars being slow on takeoff is actually clutch slip. That's it. The automatic modes in game try to feed the clutch out for you. It's not a torque converter
     
  5. needforsuv

    needforsuv
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    i thinks thats the thing but still the automatic seems to have better launch than a manual
     
  6. SixSixSevenSeven

    SixSixSevenSeven
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    I've had no discernable difference except for those that different gear ratios between different automatic/manual options cars have may cause.
     
  7. bowdlerize

    bowdlerize
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    By default the clutch engages at fairly low RPM, bind the clutch to an analog input and release it yourself at higher RPM.
    This causes traction issues in most cars but they get off the mark much faster.
     
  8. atv_123

    atv_123
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    Ahh, I thought they were actually simulating a torque converter. My bad.
     
  9. needforsuv

    needforsuv
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    it simulates the fluid coupling part of the torque converter but not the torque multiplying part of it so it allows engine speed to be higher than it would be but doesnt help much with launches
     
  10. SixSixSevenSeven

    SixSixSevenSeven
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    It doesnt do that either. There is no fluid coupling for the torque converter simulated. There is a fluid coupling simulated between differentials and that is all.

    Engine speed higher during launches is even simpler, clutch slip.
     
  11. needforsuv

    needforsuv
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    no if you disable locking at higher speeds the engine speed difference between auto and manual mode is massive
    i know it doesnt simulate a torque converter but the way it does it is it places a viscous coupling between the engine&box/box&drive
    so its LIKE a torque converter but not really
    in reality transmissions and differentials are all gears so it doesnt matter where the fluid coupling is

    IF you change the "viscousCoupling": part of the trans it changes the behaviour
    if its set way low your engine will spin at redline unless you engage manual mode
    set it at a high number like 50-100 for a high powered car, gear changes are seemless
    set it WAY high like 200+ and your engine wont rev at all

    sidenote: you can also set manuals to behave like autos with hi and low and normal shift points
    with makes it a tiptonic
     
  12. SixSixSevenSeven

    SixSixSevenSeven
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    All the points you just raised actually sound like you've set the clutch torque too high and are nothing to do with the viscosity, which altering on my end induces zero change. Estama himself has confirmed there is nothing present besides engine and clutch. Its why its recommended to set clutch torque only 5% or so above the engines peak torque, otherwise the games auto simulation tends to ride the clutch and let it slip.
     
  13. needforsuv

    needforsuv
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    with a 1000+ hp 200+ mph car it makes a lot of difference
     
  14. ErikSW

    ErikSW
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    Another problem is that the simulated torque converter acts differently whether the transmission mode is set to arcade automatic or real automatic. In arcade auto the stall speed of the stock D15 is around 2000 rpm (quite realistic) but on real auto it is like 900 rpm.
     
  15. defib

    defib
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    I think it's just that most video games have spoiled us with insanely fast and responsive acceleration, in even the most lousy cars.
     
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  16. gigawert

    gigawert
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    Exactly. Lol, I remember a Chevy Cobalt in an old NFS game accelerated 0-60 mph in 5 seconds or so.
     
  17. needforsuv

    needforsuv
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    it depends on the torque curve
    the bolide almost always stalls
    but the full size garvils are less prone thanks to its low end torque...
    but theres still no torque multiplication... only fluid couplings which is only one part of a torque converter
    if you make an engine with a lot of low torque and put it in gear it'll actally crawl and behave like a tc'd auto
    but of course thats emulating a tc through torque curves ratehr than getting it right in the tranny department
     
  18. Jacob Carlson

    Jacob Carlson
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    I agree to a certain extent. Most games are overly fast, this one seems to be overly slow. A middle ground would be nice
     
  19. btcb48

    btcb48
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    Currently, peeking into the engine jbeams, automatics actually use a viscous coupling in place of the torque converter to simulate the slip on the go and (as correctly stated above) use a sort of slipping clutch when moving off from a standstill (visible with the Pedals and Axis UI app). The current major downside is that TC lock-up is not really simulated yet.

    Some manuals, such as the Bolide's and Pigeon's, still have the additional viscous coupling value too. The Gavril 5-speed had it in previous versions, as did the old Semi 13-Speed if I remember right.

    A possible contributor to OP's issue is that in BNG 0.5, some engines have an additional clutch torque value, probably intended for use when a transmission's default clutch value is too high or low. (E.g. stock Gavril 4.5 V8 is given 500, the 5-speed's default value is 800 in the sedan and 700 in the pickup/suv.)

    The problem is that the value is perhaps a bit high in the 4.5 V8's case (it only peaks at 345 vs 500, not counting engine friction). And it seems to be implementing itself over the clutch slipping effect even when the auto is fitted, hence limiting the 'fake' stall speed to about 900 rpm compared to the previous 2000+ rpm.

    The Moonhawk V8 and Pessima V6 seem fine in comparison. (395 vs 500 and 271 vs 320, not counting engine friction in either.)

    Other transmission values like gearing may play a part too.

    IMO, a decent permanent solution would be to either:
    - make clutches independent of engine or transmission or...
    - implement the custom set clutch ability of the custom turbos in all vehicles for flexibility.

    And code a more realistic automatic when possible.

    My bodge job temp fix is to remove the clutch torque value in the non-supercharged 4.5 V8s.

    Regardless of this clutch bug, the 4.5 could use a little more low end torque when compared to the real L99 4.3 and a larger cc V8 engine with even more low end may be better suited overall for the pickup/suv/van.

    And of course, it'll be nice for a vehicle/physics dev to better explain the issue.
     
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  20. needforsuv

    needforsuv
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    yep proper torque multiplication would be prefered but an engine with better low end and/or a good turbo should mask the issue
     
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