Unsure if it's a bug or intentional but after update you no longer have to hold the starter button to crank, one you press and hold for a short time it continues cranking on its own like an on off switch
Would it be possible to make it turn over if the fuel tank is empty? Also, is simulating battery voltage a possibility?
Adding to this, is it possible to allow pumping the gas on carbureted cars to help them start faster when cold? I found myself testing this theory completely by muscle memory last night and wondered if something like that is possible to add.
This was a thing even before the update: it happens because the logic that controls the starter is broken in of itself. It calls the deactivateStarter() function multiple times, and to avoid the starter skipping entirely I had to hack a check in there. Unfortunately, when only pressed for a short time, it results in a state which usually means it's broken. Let's just pretend it's a feature There's no internal variable to define if a vehicle is carbureted so I'd never know when to apply that logic. Turning over when broken: yes. Battery voltage: no. There's just too many things influencing it that it is way out of scope for a mod. Not to mention the files I'd need to overwrite and the conflicts they'd cause between my own mods.
Hello! I am having an issue where whenever I release my key from the start position (small click you hear the first time I try to start it), the ignition goes into accessory mode. UPDATE: Clearing cache fixed my issue.
To be honest I'd have no idea what to add. I gave the starter everything that I felt was missing and in scope of the project.
I hate the fact that it just disables the engine completely when you run out of gas, even cranking without starting would add so much immersion. Also maybe make it seem like modern-ish starters aren't struggling to start the engine, if that's possible. Then for the ETK's, make it so they aren't completely instant.
Generally running out of gas is rare in BeamNG, but I see what you mean. I might add this in the 0.31 update as I don't think it warrants an update of its own. There is simply no way for me to determine the age, induction (with this I mean carburettor or fuel injection) or anything else related to technology/era differences. Everything is controlled via variables, and if the engine doesn't have a high enough starter torque set the mod can't properly simulate the starter. (I will admit that most of the behaviour is eyeballed and it most likely isn't perfect )
Released a compatibility update for 0.31. This release also makes the random engine fire chance increase with the time spent cranking. I also allowed the starter to activate on a disabled engine. This time, the mod did not notice the version change which was an error on my part. I made sure this won't happen again, too
Thanks for making this, its very cool. I've updated to the latest version of the mod for v0.31 but when I have this mod enabled the Turbo on the new t-series doesn't spool up. I've tried on the T83 Long Haul Custom. No other mods. Please could you look into this? Thanks
In fact, the mod makes it impossible for any turbo in the game to spool up, I just tested it on a Vanilla vehicle and in Mods