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BeamNg - Engine Limitations

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by red010b37, Aug 30, 2012.

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  1. red010b37

    red010b37
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    Joined:
    Aug 30, 2012
    Messages:
    1
    Hi, I understand that the beaming engine is a softbody simulation system that allows accurate suspension and body physics to be setup.

    But how far does beaming go in terms of real engine power modeling and drivetrain power delivery to each wheel, and adversely the braking system. Also are wheel grip levels and slip angles calculated per wheel, per surface?

    I am currently undertaking the task of developing realistic motor physics model for a racing game that I am building in the cryengine. The engine starts by calculating the power delivered from each cilinder as is fires and taking into account all the various aspects such as ambient air temp, altitude, heat soak, tubro pressure, drive train, all the way down until I get the correct torque and power delivered to the driving wheels. This allows us to model a blown turbo or a broken front diff on the fly.

    Is this realtime power and grip calculations something that will be included in Beamng. If so you just saved me alot of work and I would Love to test it out.

    Otherwise would you be interested in having a chat about how our two systems could work together?


    P.S In real-life I'm dev that race's actual rally cars. So I feel I have a fairly good understanding of feedback/feeling a driver should be getting from a car at speed.

    Thanks Paul
     
  2. tdev

    tdev
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    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,085
    oh, awesome :)

    We will contact you via email ASAP!
     
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