I like what you did with the rev limiter. But maybe make it so instead of setting the RPM back cut the throttle. That way it doesn't ruin performance as much and is more realistic. And when the rev limiter is passed (like down shifting) cut the throttle instead of setting the RPM back down. Nice work! *have a cookie
So, you're taking suggestions? head gasket failure clutch wear (the more off the rpms are / the harder the clutch engagement, the faster the wear is) torque converter wear - wears faster from too many brake launches (the higher rpm,the faster the wear is) misfiring with hp loss knocking from extended high revs with hp loss (auto and manual) transmission slipping/jerking during shifts/overheating/physical/fluid loss manual - synchro failure from repeated mismatched revs/not double clutching auto - failure to engage after dropping from neutral too much/ starts slipping getting jerky shifts as it wears differential failure from overload/overheating/physical damage/fluid loss engine seizing from any conditions that will seize (overheat, extended high revs, lack of oil, physical damage) I know fluid loss was mentioned and you said you aren't there yet, but couldn't it be started as a simple code basically bringing down the value of the life of the engine after it gets damaged enough? most of what I've mentioned could start out as just basic code too, no crazy jbeam stuff. Edit: By implementing as global variables, these features could easily be added as text into a jbeam script of a vehicle, thus making each vehicle's drivetrain unique in its reliability in a simulator possible. That's all I've got for now.
[TN] = Took Note Of The Feature (May Be Implemented; NO SET DATE FOR IMPLEMENTATIONS. REMEMBER: THERE IS A CHANCE IT WON'T BE IMPLEMENTED!) If it doesn't have a [TN] tag, then it's either I don't want to implement it yet, or I don't know enough about vehicles to do so.
Thanks for the ill answer. If you want to, I'm sure you'll be able to do the transmission stuff with basic code at some point. Mad stoked for the next updates
Alright I will wait thank you just to confirm I did mean the engine controls and other things like that
slight bug, when on cruise control it has both the acclerator and the brake pedal down (the abs and brake lights show up)
another bug, put too much load on the engine and it starts to push the pedal past 100% this causes all the transmissions to slip and the car slows down an easy way to replicate is to get a car drive to 20mph in 1st gear, change to the highest gear (say 4) and go up the slope in gridmap, it will cause the transmission to slip due to too much torque (or if you get a RWD car just put on the handbrake)
a suggestion for the next version will be that the wheels can wear out and explode, because I would love that. thanks
I cannot launch this mod in my game. It isn't working. If someone could give me instructions on how to download the mod that would be very appreciated. Btw I am running windows 8.1
Go to the new thread. This one is no longer active. The new one has the latest download files. http://www.beamng.com/threads/5-4-more-features-mod-beamng-drive-0-5-0-0.18246/