***Updated for 0.5.6.1*** ***Update June 6th, 2016*** Fixed some math errors that were causing bad stall characteristics Fixed an issue where cars were much faster with this mod (Miramar, my LTD, everything...). The torque multiplication was lasting too long essentially giving the cars double their engine outputs instead of just a boost during convertor slip. Tested with 0.5.6.1, things seem more realistic now...No more hot rod Miramars and 15 second LTD's This is my attempt at making the standard automatics behave more like the ones in real life. Features: Basic torque convertor simulation with torque multiplication and stall speed derived from transmission viscous coupling jbeam data Torque convertor lockup in higher gears at lower throttle, if enabled in the transmission jbeam Torque reaction BOTH in neutral and in gear if the engine jbeam has torque reaction nodes Switchable back to the standard modes because I formatted it the same as the proof of concept work being done by mcheijink in his thread Torque converter physics. Instructions, credits, disclaimers: You install it by dropping the zip in your mods folder. It overwrites the drivetrain and electrics lua files, so will interfere with any mod that modifies those. It uses mcheijink's method of creating a 4th shift mode, out of convenience, but I didn't use his torque convertor code because we have different ideas on that. Since it overwrites game files, it can't be hosted as a mod, but I've been told I can upload it to the forums. Switch modes by pressing Q, should say Realistic Automatic in the corner if everything is working right. The torque convertor specs are based around a base viscous coupling value of 6. At this value you get an 1800-2100rpm stall convertor with a multiplication factor ~2 depending on how powerful the attached engine is. Higher viscous values lower the stall and multiplication, and vice versa. Some of the torque reactions in the dragsters are violent , as the twist the car as it wheelies. This looks cool, and is representative of real life, but wrecks the launch of those cars, as eventually the inside tire lifts enough to lose traction. Standing on the gas and brake at the same time has the expected effect in this car if the engine has a reasonable amount of low end torque, neutral drops also are satisfyingly violent. The acceleration of the cars is not changed much as it's essentially just adding a variable "low gear" between the engine and transmission when the difference between is engine and transmission speed is high, so the torque boost gets you going then goes away. But it makes things more dramatic Here is a smogged down mid 70's Ford with a 460cid V8, with the brakes and gas on, with the standard transmisson: And here it is with my mod doing the same thing: Here's a similar vintage, ex police car. It's got a cop motor. Here it is doing a neutral drop with the standard automatic: Not much to see, I know. But here it is doing the same thing with the realistic auto. Hey now, that's exciting! And finally, a comparison of the dragsters. The Moonhawk is using the standard automatic and the Barstow is using the realistic automatic. Here's the file:
Finally a transmission mod to fix the automatic trans logic. I needed something like this for a more realistic feel when driving in automatic.
@auntie So comparing to @mcheijink implementation whats different with this version of implementation? just curious is all. --- Post updated --- Also what do we have to add in the transmission jbeam for this?^
I haven't looked at his latest versions if he's changed anything, but from the first version, my calculations are more basic, they avoid exponents, and don't use a capacity factor. This is primarily to save on processing for game purposes. His might be more accurate because of the more complex calculations. Mine just mimics (rather than simulates) the behavior of a converter stalling and multiplying torque by manipulating the internal clutch ratio and multiplication factor via the difference between engine and driveline rpm's through basic linear relationships. Then I also put in a bunch of correction and safety factors to tame some of the more nasty forces generated if you slam the transmission from forward to reverse under throttle, kill the engine from damage, crash and have large forces sent back through the driveline, etc...Also, mine doesn't have set parameters and "creates" the converter based on the viscousCoupling and enableLocking variables that are part of the standard transmission jbeam information for automatics as shown below. Code: "engine":{ "transmissionType":"automatic", "lowShiftDownRPM":1300, "lowShiftUpRPM":2400, "highShiftDownRPM":2200, "highShiftUpRPM":4800, // -1, 0 (neutral), 1, etc "gears":[-2.175, 0, 2.46, 1.46, 1.00] "clutchDuration":0.3 "viscousCoupling":6 //this line "lockingTorqueLimit":500 "enableLocking":true //and this line You don't need to add anything, but the code only works on transmissions of transmissionType "automatic". I worked around a "standard" value for the viscous coupling of 6 because that was the value I saw in the cars I liked (moonhawk, barstow, burnside...oldies), but I noticed the pickup has a viscous value of 12, which seems really high and with this code produces a very "tight" convertor that probably has a max stall of around 1000 rpm or less, and probably a teensy multiplication factor of 1 - 1.1, except under harsh treatment like dropping the truck in gear from redline. If enableLocking is true, the convertor locks up in any gear over 3 and at a throttle level under 70%. The torque reaction stuff only works if your engine file has torque reaction nodes like the standard cars and as illustrated below. Code: "engine":{ "idleRPM":700, "shiftDownRPM":2200, "shiftUpRPM":4200, "highShiftDownRPM":2200, "highShiftUpRPM":4200, "maxRPM":6000, "inertia":0.25, "friction":24, "brakingCoefRPS":0.25 "burnEfficiency":0.27 "throttleSensitivity":1.2 "torqueReactionNodes:":["e1l","e2l","e4r"] //this line "particulates":0.085 //cooling and oil system "thermalsEnabled":true "engineBlockMaterial":"iron" "oilVolume":9 //engine durability "cylinderWallTemperatureDamageThreshold":160 "headGasketDamageThreshold":1500000 "pistonRingDamageThreshold":1500000 "connectingRodDamageThreshold":2000000 }, TLDR: mine just mimics a torque convertor by establishing a stall speed and max multiplication factor from the viscous coupling variable. Then multiplies a clutch ratio (0 to1) by the multiplication factor (max to 1) by the engine torque which creates a very simple simulation that "feels" about right. Plus the other stuff...
Is there more to this mod than just putting it into the mods folder? I see no change in how the transmission works. Both "Automatic and "Realistic Automatic" modes act the same way if not the same thing.
If you put the zip right in the mods folder, and made sure to disable any other mods that interfere with the same file (read: More Features Mod will do this, happened in my case) then it should work. You can tell if the mod's working or not by revving the engine. If the engine jerks as you build revs like a real car, it's working. Otherwise, if the engine is dead still while bouncing of rev limiter, it's not working. I noticed a nice difference, overall I was more impressed with the engine's torque reaction than the auto transmission work, though the torque multiplication is evident when accelerating. Unfortunately, it's coupled too strong or something, because the engine can't build revs whilst holding the brakes, at least in the case of the D15. Otherwise better than vanilla auto transmissions.
For the D15, the developers have equipped it with a very high viscous coupling value for some reason, if you change that line in the transmission jbeam from a 12 to a 7 or 8 you will have a more truck-like reaction in the transmission both in standard and my version. A value of 12 makes it practically a manual transmission, very little slip standard, and in my mod, almost no torque convertor action. It just seems odd for a pickup, those would usually have a "looser" convertor.
I've been playing with this for the past day or two and I have to say, with a good bit of tuning, it's actually pretty decent. I had tuned my engines with more torque on the low end to make up for the lack of real converters but, with realistic torque curves, this is pretty decent.
Sucks that the More Features Mod won't cope with this. Thanks for filling me in on this. Can this mod also fix the fact that all the cars with automatic transmissions will shift at more reasonable RPM's? I'll be driving the newer Pessima with a V6 and I'll literally be giving it about 5 to 10 throttle and it revs at like 4000 rpm in 3rd gear. I know the car is old like 2000-02 but, my Sienna in real life is 1998 and that will just shift on its own even with no throttle.
I might see what I can do about compatibility with this and the More Features Mod, no promises I'll succeed. but it won't be for a while as I am on vacation. Great mod though! (Looking at the pics it looks pretty good).
I tried viscousCoupling of 6 and it behaves much better, though in general all cars are still highly coupled at low RPM. Shifting from N to D while idling jolts any car and lurches it forward. Also, the torque reactions don't seem to work in gear with the clutch in. Also, funny thing, the Micra-Matic Miramar takes off like a rocket now, it's significantly faster than the four-speed in any situation. I'm being a bit critical here. It's an excellent mod, keep up the work; honestly this stuff should be implemented in the stock game anyway. The torque reactions add so much life to the car, and the automatic transmissions are much more lucrative compared to vanilla game. Maybe one of these days I'll look through the code and see what I can do, but I hardly have any time.
In my experience running MFM and this at the same time requires you to put the two files from this mods zip into the MFM zip itself. (it works for me)
Hah! I didn't try it on the Micra-Matic, but interesting. I know the feeling of no time. I'm hoping to have more time to play with this stuff after a couple weeks. It's tricky with the stock cars, some of them have unusually high idles and kind of weak low end torque, especially the V8's that aren't the Barstow. I've built a good number of engines in real life and have lots of software for simulating parts combinations. I built up variations of the Gavril and Bruckell V8's based off of a combination of design sensibilities for the various generations from GM, Ford, and Chrysler (with a little seasoning from Pontiac and Buick thrown in). I get similar horsepower peaks, but always have more low end torque available than the standard cars (one set of curves is actually my avatar), the Moonhawk engine is the worst offender in this respect. The closest real life equivalent to the feel of the Moonhawk V8 in my experience would be the ThermoQuad 360 V8's from Chrysler in '76 and '77 or whenever they switched to single exhaust and catalytic convertor. Those had miserable low end torque for the size of the engine, but pulled okay in the midrange. Well, maybe they didn't pull that great in the midrange either, but at least they converted fuel to noise fairly well. The jerk when you put the car in gear is a little more than I like, but not too different than my current car. It's worse in the game if the car has a higher idle. Actually, that's also the same as my car if I put it in gear before the idle drops...
Damn you, amazing BeamNG updates, damn you to hell! I glanced at the drivetrain lua this morning and it seemed mostly untouched, If the gauges are screwing up, I'm going to guess a change to the electrics lua. I have a little time right now, and some gumption, so I'll take a look and update as soon as I can
@iheartmods I had the same problem with @mcheijink version. What I did was looked over the new drivetrain.lua and copied an pasted the code edited a few things and boom.
New version uploaded! I was wrong, electrics wasn't touched, drivetrain was touched a lot! I also tried to address some issues with creating the torque convertor from VC values. I did not realize there was such a variance in VC values from car to car. Miramar has a VC value of 3, the pickup is at 12, the old cars are between 5 and 7...maybe not the best thing to base my torque convertor specs off of, but it's all I got. I put in safeties so the multiplication is limited between 1.7 and 2.5 and stall will always be between 1800 and 2800. The Miramar has a surprisingly peppy engine for its generation, I had a 1965 Corona as my first car that had a bigger engine and wasn't nearly as quick. But it was only a 3 speed. Also, I think they modified the torque curve of the Moonhawk or something. It seems peppier. Please note, all new code was written while slightly drunk, please excuse any further torque convertor calamities.