Some people say glass half empty, some say glass half full. You'd say "glass is unnecessary and life is meaningless"
Nice bump.. [EDIT] Just realized your first post. A bump is when you make a dead post rise to the top of the list.
gonna bump this because it seams a bit unfinished... but i feel a dyno would be worth it seems how when trying to dyno something you can have a stationary location to run on instead of trying to focus on keeping the car on its wheels and going as hard as possible. the dyno would allow users to focus on the numbers without the distraction. so here i ask... Is the dyno abandoned or still in the works?
I actually thought that they would have fixed the dyno “issues” before WCUSA was released as it would have fit the “Motorsport” theme. It’s been, months with no word on it.. so only the devs know what the plan is on this. @Goosah @Diamondback Any info?
well thats a shame that it was abandoned. id love to have one ingame. i made a crude dyno using the hampsterwheel but its too janky to be used
IIRC the devs said the dyno was on the backburner until they could figure out the inherent issues, but it wasn't a priority.
There could be a trailer hitch that is just attached to the wall that can be adjusted for height as a way of restraining vehicles, even if not a realistic way of doing it, it would get the job done well.
the farm equipment mod with the front end loader has like 3 different sets of locking nodes. if they can make a set of lockables like that and tell it to create a beam from the start and end points then it will simulate tie downs like actual dynos. but it would have to have atleast 2 ropes per node like the RL would lock to the RL and RR nodes on the chassis while the FR would lock to the FR and FL and visa versa --- Post updated --- i dont know for sure if they are Different sets of locking nodes or just colored differently but it would be a good idea
As thread got bumped, I can use the opportunity then... With that dyno app + automatic transmission + wind app, it is possible to do pretty much everything what you could do in a dyno. Of course it is not quite as cool, but for a modder possibility to do controlled engine testing is already important. In this post I explain it more thoroughly, but it is quite simple to do that testing setup: https://www.beamng.com/threads/turbo-torque-curve-helper-alpha-testers-needed.52512/#post-805211 For a player that does not give probably a much, however as such method helps modder to get more accurate engine setup, player benefits from better quality of the mod.
Sometimes its hard to load up large turbo/high torque engines in the middle to high rpm rolling along making it hard to tune engines. Either there is not enough load to spool up the charger to bring up the power, the vehicle pushes through the brakes or the vehicle doesn't have enough traction. If we just had a rolling platform to hold the vehicle down, i'd be happy even if it didn't give any wheel HP readings. We had a rolling platform for RoR https://forum.rigsofrods.org/downloads.php?do=file&id=268 it worked perfectly fine for tuning engines. If we could get something like this, id be perfectly fine with it.
I know, that is why I brought up way to get that same dyno feature in BeamNG right now, you can load any rpm you wish as long as you want, here is example, my earlier post has a link with more info: Of course official version of that would be very useful, but until that realizes, we do have a way.
Honestly, what is stopping us from making a "unofficial" "dyno"/ rolling platform? couldn't we just put a invisible wall in front so the vehcle doesn't move? If I remember right the RoR dyno used a huge N/B wheel and the vehicle wheel rolled against it. it also used ties and ropes to hold the vehicle down.