WIP Beta released Better Engines 2.02

The way engines should have been.

  1. Wahlfactor

    Wahlfactor
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    Source Code

    Unofficial "Clean" Version

    The clean version of the mod simply removes the need to the "tune" variant of each engine, it adds all if the functionality of the mod to the stock engines in the game. The point of this is just to maintain a cleaner menu system.
     
    #1 Wahlfactor, Dec 5, 2017
    Last edited: Jan 4, 2018
  2. LeSpecialist01

    LeSpecialist01
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    where can i select this option? because i dont see it at all


    my bad i just readed the review and i saw you talk about it already hehe
     
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  3. Wahlfactor

    Wahlfactor
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    For anyone else potentially looking for this answer. Each Rev Limiter is tied to an engine choice, I will post a screenshot below. As well the tuning options for the RPM Drop and Time Delay limiters are under the engine tab in tuning.


    ss2017-12-06at105904.jpg
    ss2017-12-06at110043.png
     
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  4. Erikpro333GamingYT

    Erikpro333GamingYT
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    Here's the clarification I was supposed to put here:

    Top speed limiters are things that are meant to keep the car going above a certain speed. Countries have standards that tell a manufacturer how fast can a car go to be legal, otherwise their car wouldn't be allowed on the market. Those are applied to cars for extra safety, fuel economy, etc.

    If this wasn't clear enough then there's an article on wikipedia: https://en.wikipedia.org/wiki/Speed_limiter
     
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  5. Wahlfactor

    Wahlfactor
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    I understand that, what car has one applied to it in the game...?
     
  6. Erikpro333GamingYT

    Erikpro333GamingYT
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    None, as far as 0.11 goes. So I guess it would be hard to implement.
     
  7. Wahlfactor

    Wahlfactor
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    This resource has been removed and is no longer available for download.
     
  8. Wahlfactor

    Wahlfactor
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  9. Wahlfactor

    Wahlfactor
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  10. MattKowalski

    MattKowalski
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    It's a really neat idea, plenty of potential! However it seems that the "tune" engines with stock internals do not get over torque damage, which kinda defeats the purpose of having better internals. Bear in mind I only tested the 4.5 and 5.5 V8 in the D-series, and they were perfectly fine with a 500kW shot even with tall gearing. As soon as I switched to the original 5.5 it obviously went in to pieces.
     
  11. Wahlfactor

    Wahlfactor
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    I cannot replicate said issue, video below, need more info to proceed.
     
    #11 Wahlfactor, Jan 4, 2018
    Last edited: Jan 4, 2018
  12. MattKowalski

    MattKowalski
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    Hm, maybe some conflicting mods? I'll deactivate mods, re-download yours, clear cache and get back to you as soon as possible.



    Edit: still the same, as you can see it's the only active mod, new download, cleared cache. Tested with several vehicles and engines with the same result :-/
     
    #12 MattKowalski, Jan 4, 2018
    Last edited: Jan 5, 2018
  13. 22R

    22R
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    Found my answer! I've been digging this mod, thanks!
     
  14. Wahlfactor

    Wahlfactor
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    Not sure why i wasn't able to replicate before, but looking at it now, i see what happened. HOTFIX soon
     
  15. Wahlfactor

    Wahlfactor
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  16. anselme

    anselme
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    does this mod change things about engine performances ?N
     
  17. Wahlfactor

    Wahlfactor
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  18. Wahlfactor

    Wahlfactor
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    I'm re-posting this here as the critique is directly related to this mod, and the short comings layed out in this correlate with what I plan to do with this mod moving forward.


    My take on some of the update's features.

    I was actually fairly content with what I believed you guys had done with this update regarding the new ecu and internals system. However as I've become all too accustom to, you guys disappoint. For starters thanks for the ecu additions it's cool, but why can you still not choose which limiter you want to run, like you don't even get a choice when running the race ecu really ,what the fuck, it's super dumb simple to code the only reason to restrict it is laziness (I would know, I've done it, and this isn't even my job)? Alright so you guys clearly can't comprehend that choice is a good thing, so I'll share something I can't comprehend, how on earth did you find yourself coming to the conclusion that a time based limiter (a super conservative limiter) was the best choice for race applications? Seriously why would I want a limiter that has varied effect at speed as what I run on a racecar, you know speed that thing racecars do, I digress? Now for the internals, oh the internals, for starters you mean to tell me that a 291CUI (4.8L for the non 'mericanos) shares a block with a 423CUI (6.9L), while I will admit it is by no means beyond any reality for that to be possible, but it is most certainly a stretch. For a team of devs that like to use "realism" as shield from criticism you wouldn't think they'd be the stretching type, and while american cars of the era are no stranger to heavy over built blocks, the displacement difference going on here is almost a litre more than what Chevrolet accomplish with it's development of the 427 (from the 350) of the same era. So while I will agree it could be possible, I solely award that on technicality, I whole heartedly believe this was absolutely done out of laziness. However let's play devil's advocate here and say the choice was in fact intentional for them to share a block, as of currently the internals system implemented by the game goes as follows, when the player changes the "block" option they are doing two things, increasing the strength of the engine (how much torque it can make without going boom), and changing how much torque the engine is able to produce as well as raising the how high the engine will rev. Now tell me could we really not be troubled to separate it out so that each displacement gets it's own options here, yah know so you can match those values more accurately with the actual power the engine will be producing? Better yet (and oh boy this a crazy idea) what if we had all the displacement using separate parts and we separated things out so that internals (controlling the power adding and revs), and the block (controlling how much torque she'll suffer) were also separate options (woah now, that's out there), it's absolutely possible to do, to the point that even an unskilled untrained code neanderthal like myself could accomplish it. And while we're at it I must address another issue related to this, genuine question to the devs are you guys just trolls, reason I ask is since the NOS system was implemented into the game there has never been a stock vehicle that could fully utilize it; even with the new ultra internals you still can not run full boost and NOS, why put it in the game? So many times I have to ask why is "X" like this in the game, and never have I received a justifiable answer for any of these bumbling errors. Why is it that you guys simply demand to half-ass everything? Now the last time I went to the effort to write out a long winded critique like this my reward was a lovely little message in my inbox alerting me that "need to make some adjustments to my mod's description" and quite the delay on that mod becoming public, and since this one isn't tied to a resource it's likely it'll simply be smeared from this forum, regardless of the fact that there is literally not more fitting a place for it. However for those who do see it, especially devs, lemme know what you think, agree/disagree whatever lemme hear it.
     
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  19. alex hart

    alex hart
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    Somebody's a little ungrateful of all the hard work the devs put into this game. You say you want to be able to choose which type of limiter you have (more customisation) and you don't want to be able to run full boost on the NOS (less customisation). Logical. More freedom is always better in my opinion, I like that you can over-do it on the NOS, and yes it would be nice to be able to choose the type of limiter you have and have more options there. But there's no need to be so rude about it.
     
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