WIP Angelov's Customizable Powertrains Discussion 0.8

Customizable engines with realistic consequences to modifications.

  1. Angelov.1080

    Angelov.1080
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    This is the thread for discussions / suggestions and bug reports for my recently made mod.

    ACP - Angelov's Customizable Powertrains

    Brief overview:
    This is a mod for building your own engine, I've tried to build a bridge between Automation's complex engine mechanics and BeamNG's realistic engine behavior that unfortunately comes with too few parts for crazy configurations.

    That being said - It's hard to account for every possible engine and every user's knowledge level of engines. I've tried to make it familiar for someone who has a vague idea of what they're doing without punishing mistakes too hard, while still keeping it grounded in realism.


    Parts shape the engine's parameters like friction, inertia, torque sustainability and others to their approximate real-life equivalents then are fed through BeamNG's own simulation LUAs that I've done some tweaks to and provided additional torque curve shape layering, providing a surprisingly in-depth engine building experience!

    Think of this less of a engine you customize and more of a engine you build and shape.


    If you have ideas for new parts, have found a bug or edge case, please post it here.
     
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  2. Angelov.1080

    Angelov.1080
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    Angelov.1080 updated ACP - Angelov's Customizable Powertrains with a new update entry:

    V8, V10, V12 Engines Update

    Read the rest of this update entry...
     
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  3. Angelov.1080

    Angelov.1080
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    Angelov.1080 updated ACP - Angelov's Customizable Powertrains with a new update entry:

    New Car Supported: Gavril Grand Marshall

    Read the rest of this update entry...
     
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  4. xTheRealEvax

    xTheRealEvax
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    Will a V4 be considered? I don't think it has really been done in Beam before and it would be a very cool thing to see especially with this mod
     
  5. Angelov.1080

    Angelov.1080
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    Currently working on implementing the existing engines for other vehicles besides the Marshal and Pessima, the plan is once I have finished a few vehicles to move to the diesel engines as i'm relying on in-game data and audio files.

    For the current time I've put configurations like V4, V16 etc on hold as those are unique cases that need a lot of custom work, unfortunately that means that I won't be adding those any time soon.
     
  6. xTheRealEvax

    xTheRealEvax
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    would genuinely still be cool to see, keep up the great work i'm addicted to this mod, very unique compared to RK 's
     
  7. Angelov.1080

    Angelov.1080
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    Thank you for the kind words, I'm working on implementing more vehicles soon!
     
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  8. Angelov.1080

    Angelov.1080
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    Angelov.1080 updated ACP - Angelov's Customizable Powertrains with a new update entry:

    Update 0.5 - Gavril Barstow Update

    Read the rest of this update entry...
     
  9. Angelov.1080

    Angelov.1080
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    Angelov.1080 updated ACP - Angelov's Customizable Powertrains with a new update entry:

    Bastion & Bluebuck Update

    Read the rest of this update entry...
     
  10. SpeedyStuff

    SpeedyStuff
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    What other engines might you add? and what other cars?
    Engines I'd like to see:
    W18
    V16
    I2 and V2 Motorcycle Engines
    4-Stroke 1 Cylinder Motocross bike Engine
    Diesel variants of existing ones.
    Cars I'd like to see
    ETK W-Series Revamp (mod)
    Brutto Grander/Myrmidon/M-Series (mod)
    Bock B50 (mod)
    Hirochi CCF (mod)
    RLS Bruckell Ravix (mod)
    AW Type 1 (mod)

    Bruckell Nine (Vanilla)
    Civetta Scintilla (Vanilla)
    Civetta Bolide (Vanilla)
    Gavril D-Series and the vehicles it shares platforms with (H-Series, Roamer) (Vanilla)
    This is very nice! 100% Underrated mod. :)
     
  11. Angelov.1080

    Angelov.1080
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    Thanks for the kind words! :oops:

    On the note about the engines, unusual engines like a W18, V16, or 1-cylinder are not planned. This is due to the fact that the engines in ACP are grounded in reality and I've tried to make them make sense. Each engine and displacement has been hand-picked and tuned around a "realistic-but-fun" philosophy, meaning almost any combination of displacement and cylinder layout should be at least somewhat grounded in reality (Of course, adjusted for gameplay reasons as well as the extreme-ends of 0.6/18.0 displacements being simply unrealistic). This includes internal block coolant, engine block (not radiator) heat-shed efficiency, torque limitations, burn efficiency, inertia, dynamic friction, engine braking force, oil volume, lubrication coefficient, and a few other minor factors—it's simply a case of there not being enough real-world samples for such engines to ground them in reality in the case of the W18 and V16 which isn't what I'm aiming for.

    Modded cars, for the moment, are quite far down the priority list as it would be impossible to account for each car and even then the implementation varies mod by mod and any update of the mod car could break the engine support. However, I will be going through all (or at least almost all) vanilla cars and implementing ACP support for them, featuring customizable engine models, working pulley models, fans, etc., while trying to maintain the same standard as the already implemented vehicles and of course I will be making diesel variants for all currently supported engines. (Whenever I can make time to work on the mod)

    Diesel engines will take quite a bit of time, though, as several vanilla vehicles do not have a diesel fuel tank which I'll need to work on and create and then there's the hand-authoring of the torque maps and displacements which is what makes building a engine family take the longest. :(




    On a technical level, each engine family (V6, V8, etc.) has its own displacement file lookup table. This lookup table was derived by taking all the vanilla V8 engines and cross-referencing power at specific displacements, which obviously varies hugely by age and vehicle intention. For example, a 6.0L from a Gavril H-Series will make way less power than a 6.5L from a Bastion, even though their displacements are pretty similar. This was then more closely matched to real-life equivalents. For instance, the V8 family is vaguely derived from GM engines and then altered for gameplay purposes, obviously this would need to be repeated for each family's diesel variant across multiple displacement samples and you can quickly see how fast the issue scales.



    From the start, I've tried to make this mod behave like a bridge between the way Automation and BeamNG handle their engines. The core intention is having a mod where you are fully allowed to make crazy builds, like an 18L twin-turbo and supercharged I3 engine, but with realistic tradeoffs to RPM, reliability, inertia, etc. It's hard to consider all permutations, especially at the extremes, simply because of the lack of real-life examples this is why making a W18 engine family is difficult. Making a single engine is fairly easy plug in numbers, plug in a sound, and that's it, but that's at one displacement, with only one specific set of parts. Making it behave semi-realistically when it has a turbo strapped to it and you make it a ported DOHC setup with cast iron crank and aluminum pistons is the hard part.

    Hopefully the above explains the plans for the future of the mod :)
     
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  12. Angelov.1080

    Angelov.1080
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    Angelov.1080 updated ACP - Angelov's Customizable Powertrains with a new update entry:

    Update 0.7: Civetta Bolide & Vivace - Cherrier, Tograc, Ardente

    Read the rest of this update entry...
     
  13. Angelov.1080

    Angelov.1080
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    Angelov.1080 updated ACP - Angelov's Customizable Powertrains with a new update entry:

    Update 0.8: The ETK-K Series and ETK-800 Series

    Read the rest of this update entry...
     
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