Having the ability for parts that are children of mainEngine (intake, exhaust, etc) to modify (not replace) the final torque characteristics would open up a nearly endless world of possibilities regarding engine customization and the code would be relatively easy. For example, I could make a simple four cylinder with this torque curve: Code: "mainEngine": { "torque":[ ["rpm", "torque"] [0, 0], [1000, 57], [1500, 110], [2000, 141], [2500, 152], [3000, 151], [3500, 147], [4000, 141], [4500, 133], [5500, 114], [6000, 78], ], } Then make a performance exhaust header for it, example code following, and have it modify the parent mainEngine parameters with the values inside. Code: ... "slotType" : "example_engine_headers", "powertrain": [ ["type", "name", "inputName", "inputIndex"], ["combustionEngineModifier", "Headers", "mainEngine", 0], ], "mainEngine": { "torque":[ ["rpm", "torque"] [0, 0], [1000, -5], [1500, -4], [2000, -2], [2500, 0], [3000, +4], [3500, +8], [4000, +14], [4500, +15], [5500, +16], [6000, +15], ], } You could make parts that emulated bore, stroke, camshafts, bigger/smaller valves, differently tuned intake manifolds (without having to write a whole new torque curve)... All sorts of things. I don't think it would affect performance whatsoever either as it would only have to be calculated one time per configuration change. Would definitely love to see something like this.
Yeah I want to make some free revving screamers out of the 423 or the moonhawk big block! I don't want to have to put a supercharger on it just to get 450+ hp out of it.
OK, maybe I got a bit too excited. Still, I knew it wasn't likely anytime in the next... year, for example. Just to know that it's something the devs would like to have and will probably do at some point is a good thing.