Suggestions. Clutch...

Discussion in 'Ideas and Suggestions' started by Gonzo_, Apr 9, 2016.

  1. Gonzo_

    Gonzo_
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    Hi Dev's. Hi all))
    Please make clutch system realistic! not stupid arcade...
    Explain:
    Clutch just connects the engine and transmission, no more, no less. it does not matter how much power will withstand 100nm or 1000nm, this does not change the engine brake coefficient or engine inertia ..


    google translate..
     
  2. SmokingTiresGaming

    SmokingTiresGaming
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    have you ever pressed Q o_O
     
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  3. Gonzo_

    Gonzo_
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    you don't understand what im trying to say)

    so just change this "clutchTorque":400 to 700 or more to see..
     
  4. SixSixSevenSeven

    SixSixSevenSeven
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    press Q, it goes into manual mode with a clutch....

    as for clutch torque, that is the maximum torque a clutch can withstand, a pretty realistic system considering clutches genuinely do have a maximum holding torque.
     
  5. Gonzo_

    Gonzo_
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    okay, no one interesting but see..
    im changed only clutchtorque
    stock clutch value


    1500 clutch value
     
  6. ErikSW

    ErikSW
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    What you are showing here is essentially a bug that appears with high clutch torques. I believe it has something to do with friction in the drive train being "multiplied" with high clutch torque, I am not sure though.
     
  7. Gonzo_

    Gonzo_
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    i think this work from 100 and more, but hard to see.

    no im wrong) it work all time) because code wrong.. better to disable this clutch system at all. it's unreal annoying or make it work realistic.
     
    #7 Gonzo_, Apr 9, 2016
    Last edited: Apr 9, 2016
  8. Josh

    Josh
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    Yes its quite annoying imo..

    For example

    Set "clutchTorque" = 400

    and say you have a engine with more torque than that (say 500.)

    on the bottom end of the torque curve where the engine is not making the "enough" torque for it to "slip".

    The game will "glitch" because the clutch is to "grabby" (causing the car to jump etc etc)

    but say you need that = 500 (clutch torque for the total engine torque output, (for the top end of the curve).

    the clutch will just is slip because there is not enough clutch holding power (clutch torque) for the total torque output on the top end.

    (why not add more clutch torque then?)

    because again on the bottom end it will make the "jumping" around even worse and won't correct itself until its in the point of the torque curve where the clutch has enough engine torque to "slip" correcting/ smooth itself out.

    so its either you have a jumpy car and grabby clutch/jumpy car on the bottom end or you have a clutch that won't hold full power (on the top end).

    hopefully I explained it clearly (its early in the AM) and i'm not fully awake yet lol).
     
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  9. Gonzo_

    Gonzo_
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    okay.. im parsing drivetrain.lua.. and it get answers for my question. now i understand why this work soooo bad (also LSD diff).. maybe i can change this, but im not a programmer
     
  10. estama

    estama
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    BeamNG Team

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    The clutch acts like a rotational spring, connecting the engine with the drivetrain part that goes to the wheels. As a spring, it has a "hardness" parameter (viscousCoupling) and a maximum torque that it can sustain (clutchTorque) before it slips.

    In a similar manner, the clutch has the same simulation stability characteristics as normal springs have. It can become unstable depending on factors like the rotational inertia of the engine and the wheels, the hardness of the clutch' coupling and also the maximum torque.

    Keeping drivetrains stable is a hard problem in car simulators. Stability becomes even more difficult to achieve, due to the enormous torque forces that pass through the clutch back and forth. The best way to increase the stability of the drivetrain is to increase the physics simulation frequency. The more steps that a physics engine does per second, the better the stability. In that regard we have the highest simulation frequency (2khz) that i know of. Nevertheless it is still tricky to configure a drivetrain configuration so as to not have instability points.

    There is a reason that you see most of the instability happening in the low gears. This is the point where the greatest torque forces pass through the clutch. So in designing a drivetrain configuration this needs some special attention.

    I hope that you can now see the complexity that a simple thing like a clutch can have, and how it affects the overall drivetrain system.
     
  11. Gonzo_

    Gonzo_
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    viscousCoupling very strange parametr)) as You know in real life clutch is not a spring. why You make it like a spring? and why clutchTorque affect LSD diff? it' really strange for me.

    "viscousCoupling = clutchTorque / maxGearRatio" thi is to epic for my brain)))
    --- Post updated ---
    another suggestion about power calculating. (because i don't want make another topic)

    just see this http://streetlegalmods.com/downloads/game/tools/SLRR-221-Java-Pack-Complete

    this is complete java pack from good old Stret legal racing redline))

    power calculation just epic and work good, not as LFS smooth but still cool for 2004 year game)
    it takes into account parameters such as:
    bore, stroke, valve open (in mm) camshaft rotating, air\fuel mixture burn time and other cool things)

    as i see car engine in beamng it's a spring system... but in real life car engine is a air pump.
     
  12. SixSixSevenSeven

    SixSixSevenSeven
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    What the heck are you on about now? The clutch is done as a spring yes. The engine is not.
     
  13. Gonzo_

    Gonzo_
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    maybe i read some code wrong))
    --- Post updated ---
    what i need to do for remove "clutch"? i want just: engine calculated torque>transmission>diff>wheels

    because tired bruting of drivetrain.lua..
    --- Post updated ---
    -- Calculate engine's work
    local dtT = dt * torque
    M.engineWorkPerUpdate = M.engineWorkPerUpdate + dtT * (dtT * halfInvEngInertia + M.engineAV)
    M.frictionLossPerUpdate = M.frictionLossPerUpdate + engFriction * M.engineAV * dt
    M.pumpingLossPerUpdate = M.pumpingLossPerUpdate + brakingCoef * M.engineAV * M.engineAV * dt

    torquediff = (engine.torqueCurve[math.floor(rpm)] or 0)
    torquediff = torque * math.min(M.throttle * maxPower / (torque * rpm + 1e-30), 1) * M.throttleFactor * M.turbocharger.turboCoefPower

    if math.abs(torquediff) > clutchTorque then
    torquediff = (engine.torqueCurve[math.floor(rpm)] or 0)
    torquediff = torque * math.min(M.throttle * maxPower / (torque * rpm + 1e-30), 1) * M.throttleFactor * M.turbocharger.turboCoefPower
    end

    make this, but when im press accelerator my rpm go down..
    --- Post updated ---
    torquediff = maxPower / rpm * M.throttleFactor

    this also work bad )
    --- Post updated ---
    okay torquediff absolutley not what i need.. this is difference between engine torque and wheel torque or something like that)
     
  14. estama

    estama
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    BeamNG Team

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    An update.

    I've experimented with trying to remove the springiness of the drivetrain (being simulated in the clutch) but the end result wasn't any better that the current code in there, and it was worse stability wise.

    Nevertheless, in the process of doing above experiments, i've discovered a way to improve the current code to be more stable under high torque situations. You'll get the improvements in the next update.

    So thank you for prodding me into looking into it :)
     
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  15. KennyWah

    KennyWah
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    "Better stability in high torque simulation situations"

    That's awesome news.
     
  16. Josh

    Josh
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    Oh I like the sound of this :).
     
  17. Gonzo_

    Gonzo_
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    i just want beamng was better))

    P.S.
    overpowered AWD so fun to drive)

    i think LFS also use spring as clutch but it unreal stable. You need to test it, make engine volume 10 litre+ and you see some bouncing rpm)
     
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