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Cars have low top speeds and fast acceleration

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by XYReis, Jan 22, 2014.

  1. XYReis

    XYReis
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    I've noticed that a lot of cars in BeamNG have acceleration higher and top speed lower than it's supposed to be.

    For example, take the Grand Marshal.
    I've used it with the sport wheels and a modded engine (310hp@5000, 600nm@3000), and it reached 60 way too fast (5.3-5.5sec), however, it struggled to get past 140 no matter which gear ratios I used, which stuck me as odd.
    The Covet also barely reaches 100 with a 150hp engine, which is extremely unrealistic.

    Is this supposed to be like this or is it an issue; I read something about the tires' rolling resistance?

    Also, some kind of debris starts flying out of any car when going over 100-110, sometimes even under 75, what's up with that?
     
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  2. logoster

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    hmmm, i wonder if there's a top-speed value anywhere in the jbeam files
     
  3. Mythbuster

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    Real Ford Crown Victoria Police Package has a top speed of around 140mph, a Caprice 9c1 does like, 155mph. Not that far off.
    Did you time the acceleration with the in-game counter? It shouldn't be that fast... should be like 7 and a bit tops...
    Real Honda Civic 1.5 only does 110 or so mph, however I doubt you looked at the right hp figure. Should look at the hp curve graph mate, not the wheel or current hp ones.
     
  4. XYReis

    XYReis
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    There isn't.
    The top speed is defined by the engine's power curve, air drag, gear ratios, transmission loss, tire pressure/rolling resistance and many other factors.

    EDIT: I also used the Covet with a modified, 140hp (not 150, but it shouldn't make a big difference), engine.
    I'll post the power curve pics in a minute.
     

    Attached Files:

    • BeamNG 2014-01-22 23-48-10-10.png
    • BeamNG 2014-01-22 23-50-17-75.png
    #4 XYReis, Jan 22, 2014
    Last edited: Jan 22, 2014
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  5. SixSixSevenSeven

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    Engine RPM's. Enough said. It is possible for 2 engines with the same gearing to have the same maximum RPM yet different horsepower. Most of the 3rd party engine mods don't alter the maximum RPM's of the engine nor alter the gearing so once you redline in top gear you will be going the same speed.
     
  6. XYReis

    XYReis
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    Well, isn't that kind of obvious?
    I understand what affects top speed, and it isn't gearing-limited, the Marshall hits 125mph at 4100rpm in 5th and 5100rpm in 4th.
     
  7. Mythbuster

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    Wait... Are you saying you're just complaining about engines you've modded? o_O

    I'm not sure what your point is? I could make an engine with a bazillion torque and yet have it not go passed 30mph by just giving it a very unrealistic torque curve. Please, when you mod these cars, use a torque curve from a real car, use the gear ratios(and final drive ratio) from the real car, and it will end up doing the right 0-60 time(ish) and right-ish top speed. Just making a torque curve with a certain amount of hp doesn't mean it'll go fast or slow. It's also the shape of the curve that affects your acceleration A LOT.
     
  8. gabester

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    Top speeds in BeamNG will probably never be 100% :( However, with the tire model improvements coming in the race update, we have reduced rolling resistance a bit. All the top speeds are a little higher than before. I'll run some tests in a bit and come back with numbers.

    EDIT: Also, sometimes tires run into resonance at a particular high speed, causing them to become... not quite circular, which also inhibits top speed. If the car has enough power to get past this resonance speed threshold it will get to a higher top speed.

    I just tested the Grand Marshal (stock) on the latest dev build and it can go 127 mph. Not great, but pretty good. I think the 0-60 mph time is around 8 seconds. The version on the latest dev build has different tire and engine tuning than what is currently in the public alpha (these changes are all coming in the race update).
     
    #8 gabester, Jan 23, 2014
    Last edited: Jan 23, 2014
  9. TheAdmiester

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    127 sounds pretty decent for a bulky, floppy car like that. What kind of figure would you expect from a real world equivalent?
     
  10. gabester

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    Maybe 130-135. Again, top speeds aren't off by much. The Bolide is more concerning; last time I tested, the 350 GT (which is currently the standard one) only goes 147 mph, when I'd expect more like 160-170. Also, while the Grand Marshal did make it to 127 mph, it took an extremely long time to do so, again because the tire rolling resistance is excessive.
     
  11. XYReis

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    Yeah, that's what's happening to me as well.
    Thanks for confirming my doubts, I hope the issue is going to be solved in the race update.
     
    #11 XYReis, Jan 23, 2014
    Last edited: Jan 23, 2014
  12. gabester

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    Well, I have some sort-of good news. We found a way to squeeze a lot of top speed out of cars, but only the really fast ones. If the car already went 140 mph, then the addition of tire side V beams gives it a decent top speed boost. It makes slow cars like the Covet slower. But I got the Bolide 350 GT up from 149 mph to 159 mph, and the Bolide 390 GTR up from 166 mph to 190 mph. I'm pretty happy with those top speeds, but it's a shame that this little hack doesn't help the slower cars :(
     
  13. Hati

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    Why not use both tyre models depending on context? a low speed and high speed wheel model choice wouldn't be unreasonable. Specializing a part may not be ideal but if you need to structure a wheel based on the purpose of the vehicle then you're probably doing something right. It may only be a temporary fix but take what you can while you can, right?
     
  14. gabester

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    For now I've resorted to sticking the code that adds the V beams in the engine part itself, so if you've got the steel wheels from the Bolide 320 installed with the motor from the 390 GTR, you'll still reap the high speed benefits. That's the only car I've found the V beams to be any help with (the Bolide 350 and 390).
     
  15. moosedks

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    If I can just jack the thread here...

    I took a graph of torque and hp, converted the torque to n/m, and put that into an engine jbeam and it made about 70hp less power than the graph/real engine did. the tq in this game is in newton meters right? where did I go wrong?
     
  16. gabester

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    The torque that goes to the engine in-game has friction and axleFriction taken out of it before it gets to the wheels. So you're going to need to put in higher numbers in your torque curve than whatever is reported by the real life engine's dyno sheet. Friction and axleFriction are in NM, so if you have 15 friction and 15 axleFriction, add 30 to all of your NM values in your torque curve.
     
  17. Ferrari

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    Is this a variant that will be added with the race update? Can you give us some details on it? :cool:
     
  18. gabester

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    I've given plenty of details on it, both here and on Facebook. It's got wider tires, fender flares, a bored out engine with 440 hp, and stiffer suspension, making it do 0-60 mph in 3.8 seconds.
     
  19. Straubz

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    Could it because of the larger diameter and profile of the tires? I would think that the V beams would not work very well on smaller tires because of the node positions being more round with shaper angles on the beams.
     
  20. gabester

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    No, it has nothing to do with the tire profile. It simply only works on very fast cars. I'm not sure why. If I put the V beams on the Covet, either with the standard wheels or the 17 inch race wheels, I get no improvement to acceleration, with or without turbo. If I put the V beams on the Bolide with the 3.5 or 3.9 engine, it doesn't matter what tires or wheels it has - I get a huge bump in top speed.
     
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