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Engine Over Torque Needs to Go...

Discussion in 'General Discussion' started by WillGaming_, Nov 24, 2017.

  1. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    That seems to be about the size of it. It seems people would rather have an unrealistic invincible engine than a simplified simulation of not-invincible engines. Throw in inconsistent information on what the thresholds are - we've got one person saying that the Covet engine can take 600 horsepower, another saying it can't even handle 200, someone saying that it varies by tuning stage (in which case it's pretty much a nonissue and could easily be used as a catch-all for damage to pistons, rods, the crankshaft, or whatever else would break first), the possibility that the Covet tuners are using different versions of the same engine (I have to question whether the twin-cam version would use a stronger block than the single-cam; I have heard of similar things being done before, but there is also a possibility that the twin-cam simply has stronger internals due to being intended for sports use from the beginning), and so on, and that's how you get the current discussion.

    So, I guess what is comes down to is, can the new block-strength variable change with turbo/tuning stages or not?
     
  2. carlosjr

    carlosjr
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    I fail to see why not, Its in main engine
     
  3. Godzilla!

    Godzilla!
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    Indestructible Engine Blocks Mod
    equip this under the 'Additional Modification' slot and it'll disable the over-torque damage (only for official cars atm). A temporary solution to your problem.
     
  4. lukerules117

    lukerules117
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    Can or should? For should I'd rather have a separate part so when career mode comes around you can still have the choice of getting most of your power from NO2 or forced induction rather than needing forced induction to use larger shots but either way for more than a bit of extra power you'd still have to invest in improved internals. With the current options I can't see much reason why you wouldn't go for the V8 moonhawk or 423 barstow, throw the largest shot you can in there and enjoy your having almost five times as much peak power as stock(or more if you decide mod in larger shots) probably for much less than the stage three or four superchargers would cost. Another thing that seems like it would be nice to have would be multistage or progressive NO2, not sure on the feasibility or how common that is in real life but it seems useful and simple enough for it to at least exist in real life, not sure how hard it would be to implement in the game..
     
  5. jimmyboy63

    jimmyboy63
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    Alright. I've never posted on here before. Just played the game a lot and read the forums for info. Just updated the game today. And the over torque damage is driving me nuts. To everybody saying that engines aren't invincible, I totally agree and think it's an awesome bit of realism to the game. But I have two arguments.

    One: a lot of the engines are weaker than their real life counterparts. There are many real factory engines that can handle more than what causes failure in game. Not all engines. But many of them.

    Two: my main argument. Beamng is a simulator. The over torque damage simulates real life damage. But in real life, there are performance engine part options to overcome just about any potential engine damage caused by high torque or rpm. Now big power adders existed before the update and the update itself added the biggest power adder yet, nitrous. I'm pretty sure that it's possible to "blow up" any engine, every time with nitrous. What I'm saying is that the update was an attempt at realism, that included a real life option for huge hp increase, but didn't include the real life options to insure against the potential for engine damage that comes with it. Nobody in real life is going to slap a 100kw shot of nitrous on an engine without internals to handle it.
     
    • Agree Agree x 4
  6. OttoNL

    OttoNL
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    Yeah I do think that's a little odd as well.
    Luckily all the drag engines can take about 2400-2500 Nm, so you can definitely play a lot with those, but that's just 3 muscle cars.
    The Hopper on the other hand makes 312 Nm torque at it's peak and the engine can take only 330 Nm leaving very little room to play with.
    I don't mind too much as it's only 1 value you have to change to make the engines stronger. (I could explain how to do it or you could download my mod in my signature to make them stronger or the indesctructible engines mod to make them completely bulletproof.)

    It would be cool if we could strengthen the cylinders and pistons to see it become stronger, then change the rods, crankshaft support and see it become stronger again, etc. (or in whatever order this makes sense. Not sure what tends to fail first.)
    But I can also see why that would be a lot of work for the dev's and it's something that could be modded. I've considered trying it for at least the 200bx engine, but I'm not sure when I'll get to it, and I think doing every engine in the game would take me a long time.
    --- Post updated ---
    Yeah I do think that's a little odd as well.
    Luckily all the drag engines can take about 2400-2500 Nm, so you can definitely play a lot with those, but that's just 3 muscle cars.
    The Hopper on the other hand makes 312 Nm torque at it's peak and the engine can take only 330 Nm leaving very little room to play with.
    I don't mind too much as it's only 1 value you have to change to make the engines stronger. (I could explain how to do it or you could download my mod in my signature to make them stronger or the indesctructible engines mod to make them completely bulletproof.)

    It would be cool if we could strengthen the cylinders and pistons to see it become stronger, then change the rods, crankshaft support and see it become stronger again, etc. (or in whatever order this makes sense. Not sure what tends to fail first.)
    But I can also see why that would be a lot of work for the dev's and it's something that could be modded. I've considered trying it for at least the 200bx engine, but I'm not sure when I'll get to it, and I think doing every engine in the game would take me a long time.
     
  7. Deleted member 160369

    Deleted member 160369
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    Not really.

    The N2O system part could include uprated "maxTorqueRating" and/or "maxOverTorqueDamage" parameters overriding the base engine ones, to simulate reinforced engine internals.
     
  8. OttoNL

    OttoNL
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    I was saying how it would be a lot of work to allow us to upgrade specific parts of the engine to gradually make it stronger. We'd need a new drop down menu where we could choose normal pistons and forged pistons, and picking one should change the MaxTorque value of the engine. And the same for crank supports, rods, maybe cilinder sleeves, etcetera. And then you'd have to do that for every engine in the game.
     
  9. Deleted member 160369

    Deleted member 160369
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    Well, engine parameters are not cumulative. Final MaxTorque is the value set by the last part loaded.
     
  10. OttoNL

    OttoNL
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    Darn, that complicates things...
     
  11. Racermon

    Racermon
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    That's why what I am doing with my mod is kinda hard
    It is taking me a while to get full engine details on one engine
    Imagine the devs doing it
     
  12. Standard

    Standard
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    lolno.
     
    • Agree Agree x 1
  13. jos

    jos
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    why dont create a checkbox in the options with overtorque disabled.... problem fixed
     
  14. Diamondback

    Diamondback
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    BeamNG Team

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  15. atv_123

    atv_123
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    I see that this is still a heated debate for some reason. So I am going to propose this question. You are all claiming it is the engine block that is failing and is too weak. Is there something in the game that is claiming that it is in fact the engine block that is failing, or is it something else? As far as I can tell, all the internal components in terms of overtorque are just somewhat lumped into one damage type. This means that the engine might be fine, but its a Con rod that actually let go, or perhaps you blew a piston. There are many things in an engine that can brake.

    If it is the engine block that is going bad and there is actually a way to differentiate from it somehow, then I agree, the strength of most of them should be bumped up. Take the Ford 2.3L Lima engine (yup... the one that came in the Foxbody Mustangs and the Pinto). In its stock configuration it only made about 80 to 100 horsepower, but the block has been proven by insane modders through the years to be able to handle upwards of 1000hp (no joke)

    That being said, you have to change just about everything else to be able to get that high. Valves, heads, intake, exhaust, add a turbo, pistons, con rods, crank, cam, add some nitrous I am sure, you name it. If it was stock, it has to be changed.

    Reason being is because while the block is VERY strong... almost nothing else in the engine is. For instance, if you take a completely stock engine and run more than 5psi of boost, it is widely agreed upon (by people that have done it) that you will only be making about 120 to 130hp (not enough for that sort of work) and WILL blow your engine to bits. Reason being is because it has cast pistons and cast con rods. They have no strength whatsoever, so basically, if you want to turbo one of these engines, you have to swap out the pistons and con rods AT MINIMUM or else you will blow your engine.

    What's even more hilarious is that even if you get that high, if you are unlucky enough to have the automatic behind this engine, it can only support about 110hp before it let's go... let me tell you, that is totally true. I upgraded the cam and exhaust in my car to the point of probably making about 115hp and my transmission died within the month. Oh well, that sucks.

    Anyways, point being... if overtorque is taking into account all engine components and not just the block, then I still have no problem with any of its settings. It is a very realistic all encompassing feature.
     
    • Agree Agree x 3
  16. fufsgfen

    fufsgfen
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    I like the feature, it allows to have cheap built crappy engines that you can use only cautiously or expensive good builds that can take lot of punishment, together with other engine life options this can make rather interesting engine builds in mods.

    Great also for ricer videos, with lovely fart can sound of new sound system in I4 engines, that loud bang and then silence is just perfect.

    Surely some tuning will be made in a future, after more experience is gained, but it is a good feature.

    Of course it limits usage of vanilla content compared to earlier versions, but that might be also good, you get more of variety, not every motor will pull that bodyshell to race version's pace.

    Surely some day there can be mods like pro built engine blocks, which will handle more power.

    I had to increase torque values for T-Series in my mod, because supercharger + turbo is giving a lot more low end torque and that motor which I have based motor in my mod has really brutal low end while running out of steam already around 2000rpm, something very different from original T-Series motor which is 2 stroke rpm monster if I have understood correctly.
    Still need to tune that and many other things properly, but that was new thing which I really did like.

    Now I wonder if I get bearing failure from low oil, do I get lowered torque limits? In theory I guess that would be like so IRL, but it is quite small detail for small amount of time in game, so might not be needed and I haven't tested if such is in game already.

    Sadly my health is not allowing me to sit too long at time, so can't do very much, however this is very interesting project to follow and also take part to when possible.

    Update: Boost control, to limit torque at low gears to keep box healthy, one thing to look into as a modder.
     
  17. BombBoy4

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    The only reason people are complaining is because you can customize your vehicle with no setbacks, AKA there are no cost restrictions, weight restrictions, road legalization rules, etc. In the real world, you can't put a 500Kw shot off N2O and a twin turbo setup in a car for free AND have it be street legal, that's just not how it works.
    You can't quadruple the torque output in a Honda Civic without upgrading the bottom end. Simple physics everyone.
     
    • Agree Agree x 3
  18. heyjimmay

    heyjimmay
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    I'm having the same issue but it happens with the smallest engine upgrades. I've had a i6 with a stage 4 supercharger and it blows up, so I'm like"ok, lets try a smaller supercharger, maybe that will fix the issue." So I put a stage 1 supercharger on my i6 so I can still get some power. I put on the charger and it overtorques and blows...I look at my torque graph and I'm making 5000lb feet of torque. I'm making way to much torque for this small upgrade, causing the engine to blow up. This is happening with all of my vehicles, not all of them are blowing up, but they all are creating an incredible amount of torques for the super/turbo charger size.I can't figure out whats wrong , it's really irritating because I can barely upgrade any of my cars. some help or tips would be really nice, thanks.
     
  19. Ai'Torror

    Ai'Torror
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    Disable all mods.
     
    #79 Ai'Torror, Aug 28, 2018
    Last edited: Dec 17, 2019
    • Agree Agree x 2
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