So next outburst of shitposts and/or stupidity and I'll ask fore the thread to be locked until the next update. With that being said, I've update the main post to add what we know: Legran is a certainty at this point. Camper is a very likely possibility. West coast is somewhat of a possibility Hopper is somewhat of a possibility
Devs if the update is going to take lets say till like the 22nd or later can you just wait and release it on Christmas day/eve?
The BeamNG devs haven't updated in a while. It's been more than two months since the last update. I wonder if anything big is coming. I'm hoping for the PBR (Physically Based Rendering) that will really improve the graphics of the game. I also hope that something about the Career feature will come up soon.
I am mainly interested in the new power train update ... finally it may seem we get overdrive in our auto's and a proper overdrive in our standard 5spd....and from this looks of it we may have clutch wear which makes sense..not sure but seems like clutch wear "might" be thing. possible --- Post updated --- i had a 85 Olds Calais like this with Buick's "3.0L" (125HP) 278,xxx miles until rear ended at red light (picture not mine but same color and year). when the Legran comes out... i am adding a era friendly 3.0 and 3.3 along with the 2.3 quad 4 and 2.5 iron duke with correct transmission and gearing of the time.... maybe a very early 2.8/3.8 for fun cant wait!
That's what i'm excited about, the automatic transmission simulation is leaps and bounds ahead of the old code. (especially the newly added torque converter code) Just look at the vast amount of parameters we have available to us now, (This is only the transmission/vehicle controller parameters) i'm beyond amazed/excited Code: Torque converter parameters Name Type Optional Default Value Description converterDiameter number true 0.3 This value is the outer diameter (m) of the torque converter, and is used to scale the capacity of the torque converter. A higher number creates a lower stall speed and stronger coupling between the engine and powertrain. This diameter can often be found in sales or engineering data for torque converters and applied directly to our model. converterStiffness number true 10 This value controls the shape of the capacity factor curve. A higher value creates a stiffer feeling torque converter. 5 to 15 is a reasonable range. converterTorque number true Auto calculated The limit for input torque, used for stability reasons. This value is calculated by finding the torque required to stop the engine from redline in 1 second with full power. Not recommended to change. stallTorqueRatio number true 2 This value is the initial torque multiplication ratio when stalled (output speed is 0). Reasonable values are 1.5 to 2.5. This value can be found from typical torque converter literature. couplingAVRatio number true 0.9 This value determines the speed ratio where the torque multiplication reduces to 1 and the torque converter acts as a fluid coupling. Torque converters with higher stallTorqueRatio tend to couple at a lower AV ratio. Reasonable values are 0.8 to 0.95. This value can be found from typical torque converter literature. fluidDensity number true 844 The density of the fluid in the torqueConverter (kg/m^3). Different values will change the effect of diameter. The default is for typical automatic transmission fluid. lockupClutchTorque number true 100 The maximum torque of the lockup clutch. Once torque exceeds this value, the clutch will slip. lockupClutchSpring number true =lockupClutchTorque The spring stiffness of the lockup clutch. Auto transmission parameters gearRatios array false na This array is the list of gear ratios available to the gearbox. 0 represents neutral. A negative number indicates a reverse gear. The gearbox will have as many gears as specified in the array. Ex "gearRatios":[-3,-2,0,4,3,2,1,0.5] has 5 forward and 2 reverse gear ratios. oneWayViscousCoef number true 5 This value controls how stiff the hill holding viscous clutch is. A higher value will make the vehicle less likely to creep backwards on a hill. oneWayViscousTorque number true =onewayViscousCoef*20 The upper limit for hill holding torque, used for stability reasons. parkLockTorque number true 1000 The upper limit for the parking lock torque. If exceeded, the parking lock will slip. parkLockSpring number true =parkLockTorque The stiffness of the parking lock spring. Too high may cause instability. friction number true 0 The friction torque applied to the input side of the gearbox. Manual transmission parameters gearRatios array false na This array is the list of gear ratios available to the gearbox. 0 represents neutral. A negative number indicates a reverse gear. The gearbox will have as many gears as specified in the array. Ex "gearRatios":[-3,-2,0,4,3,2,1,0.5] has 5 forward and 2 reverse gear ratios. gearDamageTreshold number true 5000 Maximum damage accumulation before a gear breaks. Damage is accumulated per gear. friction number true 0 The friction torque applied to the input side of the gearbox. DCT parameters gearRatios array false na This array is the list of gear ratios available to the gearbox. 0 represents neutral. A negative number indicates a reverse gear. The gearbox will have as many gears as specified in the array. Ex "gearRatios":[-3,-2,0,4,3,2,1,0.5] has 5 forward and 2 reverse gear ratios. parkLockTorque number true 1000 The upper limit for the parking lock torque. If exceeded, the parking lock will slip. parkLockSpring number true =parkLockTorque The stiffness of the parking lock spring. Too high may cause instability. friction number true 0 The friction torque applied to the input side of the gearbox. Vehicle Controller lowShiftDownRPM number true 2000 Controls the RPM that the controller will downshift at when there is 0 throttle applied (autoshifting modes/gearboxes only) highShiftDownRPM number true 3500 Controls the RPM that the controller will downshift at when there is 100% throttle applied (autoshifting modes/gearboxes only) lowShiftUpRPM number true 2500 Controls the RPM that the controller will upshift at when there is 0 throttle applied (autoshifting modes/gearboxes only) highShiftUpRPM number true 5000 Controls the RPM that the controller will upshift at when there is 100% throttle applied (autoshifting modes/gearboxes only) gearboxDecisionSmoothingUp number true 2 How quickly the controller reacts to an increase in throttle input (autoshifting modes/gearboxes only). A higher value means the controller will downshift more quickly when increasing throttle gearboxDecisionSmoothingDown number true 5 How quickly the controller reacts to a decrease in throttle input (autoshifting modes/gearboxes only). A higher value means the controller will upshift more quickly when decreasing throttle calculateOptimalLoadShiftPoints bool true false Overrides highShiftUpRPM and highShiftDownRPM with values calculated by looking at the engine torque curve and gear ratios (autoshifting modes/gearboxes only). wheelSlipUpThreshold number true 100 Maximum total wheel sliding speed allowed before an upshift is blocked (autoshifting modes/gearboxes only). Helps stop the car from shifting up immediately when spinning the tires. wheelSlipDownThreshold number true 20 Maximum total wheel sliding speed allowed before a downshift is blocked (autoshifting modes/gearboxes only). Helps stop the car from downshifting immediately when the driven tires lock up from braking. transmissionShiftDelay number true 0.15 Minimum time taken (s) to complete a shift from one gear to the next, not including clutching time (manualGearbox except for when shifting with H-shifter, dctGearbox when chosen gear is not preselected). transmissionGearChangeDelay number true 1 Minimum time (s) between 2 consecutive shifts when (autoshifting modes/gearboxes only). neutralSelectionDelay number true 0.25 Minimum time taken (s) to shift from a gear to neutral or from neutral to a gear (autoshifting modes/gearboxes only). clutchInRate number true 5 How fast the clutch is pushed in when shifting gears (manualGearbox in arcade or realistic with clutch assist modes). A value of 5 means it takes 1/5 seconds to complete the clutching. clutchOutRate number true 5 How fast the clutch is let out when shifting gears (manualGearbox in arcade or realistic with clutch assist modes). A value of 5 means it takes 1/5 seconds to complete the clutching. revMatchThrottle number true 0.5 How much throttle can be applied during a downshift to rev match (manualGearbox in arcade or realistic with throttle assist modes). 0.5 means half throttle can be applied. dctClutchTime number true 0.1 How fast (s) the dctGearbox can shift gears if they are preselected. automaticModes string true "PRNDS21M" The chosen modes that the automaticGearbox or dctGearbox can use. P=Park, R=Reverse, N=Neutral, D=Drive, S=Sport(highShift points only), 2=First 2 gears only, 1=First gear only, M=Manual. defaultAutomaticMode string true "N" The gear which the automaticGearbox will start in on spawn. clutchLaunchStartRPM number true 2000 Minimum RPM for the auto clutch to start a "launch" behavior (manualGearbox in arcade or realistic with clutch assist modes). clutchLaunchTargetRPM number true 3000 The RPM the auto clutch tries to maintain during the "launch" behavior (manualGearbox in arcade or realistic with clutch assist modes).
i had a 85 Olds Calais like this with Buick's "3.0L" (125HP) 278,xxx miles until rear ended at red light (picture not mine but same color and year). when the Legran comes out... i am adding a era friendly 3.0 and 3.3 along with the 2.3 quad 4 and 2.5 iron duke with correct transmission and gearing of the time.... maybe a very early 2.8/3.8 for fun cant wait! that's is some very interesting code! i will be able to make legit transmission now with these...don't care if the new cars dont come out yet... i want this code! and I'm sure there is much more code..for the combustion engine lua i seen.. is there any info on that?. and were do i fine the new code info that's available?
Wait so it is an legit possibility that we might get it now? Last time people discussed this they thought it was too wip to be finished soon.
just as legit of a possibility as before he said it. Its just speculation, he doesnt really know anything we dont already know.
Its all on the wiki under powertrain header, the combustion engine parameters are very similar to the old one with a few new parameters added in. (some good ones at that) Code: Name Type Optional Default Value Description torque table false na This table defines the base torque curve of the engine, of the form ["rpm","torque"]. Absolutely essential! Make sure the table has entries from 0 rpm to (rpm >= maxRPM). This table is the same as the old "enginetorque" table from pre 0.7.2 torqueReactionNodes array false na Choose 3 orthogonal nodes on the engine for torque reactions, and for the game to know where the engine is located in space for sound and other misc uses. Ex: "torqueReactionNodes:":["e1l","e2l","e4r"] idleRPM number false na The natural idle rpm of the engine. When rpm drops below this value, the engine will apply some throttle to maintain itself. maxRPM number false na The maximum rpm of the engine. Beyond this rpm, throttle will be cut using the rev limiter. Keep in mind, if the engine does not have enough torque in this rpm range, it may never reach maxRPM on its own. inertia number false na The inertia of the engine in kg*m^2. Includes the rotating components inside the engine, the flywheel, and clutch or torque converter. The lower the value, the faster the engine can rev. friction number false na The base friction torque on the engine in Nm. 1*friction is applied when throttle is max, but as throttle drops to 0, friction increases to 2*friction. dynamicFriction number false na The dynamic friction torque on the engine in Nm/s. This is a friction torque which increases proportional to engine AV (rad/s). Like friction, it is doubled when throttle is 0. dynamicFriction = brakingcoefRPS/2pi from pre 0.7.2. burnEfficiency number false na The energy efficiency of the engine. How many KJ of gross work is created from a KJ of fuel energy. Can also be a table of the form ["throttle","burnEfficiency"]. revLimiterRPMDrop number true maxRPM * 0.03 The rev limiter waits until the engine RPM has dropped by revLimiterRPMDrop before reapplying throttle. energyStorage string true na Tells the engine to look for any fuel tanks with a name that matches the value, in order to draw fuel from them. If not defined, the engine has infinite fuel and will not reduce any fuel tanks on the vehicle. requiredEnergyType string true gasoline Ensures that the engine only uses a specific type of fuel. Possible values: "gasoline" or "diesel". If the type of fuel in the fuel tank does not match, the engine will not run. thermalsEnabled bool true false Enables engine thermals. See Engine_Thermal_Simulation for thermals-specific engine properties. breakTriggerBeam string true na breakTriggerBeam tells the engine to look for any beams with a name that matches the value. When said beam breaks, the engine will be disabled. "breakTriggerBeam":"engineBeam" will disable the engine when a beam named "engineBeam" breaks. starterTorque number true =friction*4 Max torque of the starter motor (occurs at 0 rpm). The default is designed to work for most engines. starterMaxRPM number true =idleRPM Max rpm of the starter motor (where torque drops to 0). Default is designed to work for most engines.
In the en_US.json file for language, there was a thing that said campaign #2. Some of the current scenarios would be part of it, like the one where 2 EtK's chase each other.
I don't see why not. As far as I'm aware all that's really left is to make buildings and props for the map. That started back in late october, and by the time we get the update it will have been close to two months of work they could have put in to the city. It's really close to being done I think, that's why I put it as a slight possibility.
Sorry, I have to not go off topic so often. OT: The torque converters look weird. I might have to study up, but I can figure it out. I can't wait to see how they drive.
Yes, but I didn't say it would be out Christmas day. I said I wanted it to. I also didn't say that it wouldn't be out before Christmas day.