Unsolved Extended tuning options WIP problems

Discussion in 'Mod Support' started by audi4141, Jan 9, 2020.

  1. audi4141

    audi4141
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    Joined:
    May 13, 2017
    Messages:
    341
    Hi guys been a long time since i have been on the beam ng forum.

    I am currently working on a 200bx mod as a personal research so i can learn more about .jbeam adjustments.
    The goal was to split up the engine in multiple layers, so for example you can select a specific camshaft,cilinder capacity(stroker kits),intake manifold and exhaust manifold part with it's own torque gains per rpm.
    Example below:

    },
    "coupe_cams_i6_sport": {
    "information":{
    "authors":"BeamNG",
    "name":"Sport Camshafts",
    "value":125,
    },
    "slotType" : "coupe_cams_i6",
    "mainEngine":{
    "torqueModMult":[
    ["rpm", "torque"],
    [0, 0],
    [1000, 0.95 ],
    [2000, 0.96 ],
    [3000, 0.97 ],
    [4000, 0.98 ],
    [5000, 1.15 ],
    [6000, 1.18 ],
    [7000, 1.20 ],
    [8000, 1.30 ],
    [9000, 1.39 ],
    [9500, 1.46 ],
    [10000, 1.51 ],
    ],
    "$+idleRPMRoughness":750,
    "$*instantAfterFireCoef": 1.5,
    "$*sustainedAfterFireCoef": 1.5,
    "$+particulates":0.06,
    },

    OR

    },
    "coupe_cil_i6_3.0": {
    "information":{
    "authors":"BeamNG",
    "name":"Bored&Stroked 3.0L",
    "value":125,
    },
    "slotType" : "coupe_cil_i6",
    "mainEngine":{
    "torqueModMult":[
    ["rpm", "torque"],
    [0, 0],
    [1000, 1.21 ],
    [2000, 1.21 ],
    [3000, 1.21 ],
    [4000, 1.21 ],
    [5000, 1.25 ],
    [6000, 1.28 ],
    [7000, 1.30 ],
    [8000, 1.46 ],
    [9000, 1.66 ],
    [9500, 1.68 ],
    ],
    "$*instantAfterFireCoef": 1.15,
    "$*sustainedAfterFireCoef": 1.15,
    "$+particulates":0.01,
    },


    Now for each part i had created a specific torque gain like seen above in the 2 examples.
    The main problem is there are 2 types of performance gains to be made by -torqueModMult(found in intake jbeam) and -torqueModExhaust(found in exhaust jbeam).So in every file i made i used torqueModMult but it doesn't give any gains for cams/intake mani/exhaust mani.
    It gives gains for cilinders but thats because i removed the gains from the perfomance longblocks
    Example below:


    },
    "coupe_engine_internals_stage4_i6": {
    "information":{
    "authors":"BeamNG",
    "name":"Stage 4 Performance Long Block",
    "value":3600,
    },
    "slotType" : "coupe_engine_internals_i6",
    "mainEngine":{
    //max rpm physically capable of
    "$+maxRPM":3000,
    "$*friction":0.92,
    "$*dynamicFriction":0.92,
    "$*inertia":1.1,
    "$*engineBrakeTorque":1.33,
    //engine durability
    "cylinderWallTemperatureDamageThreshold":310,
    "headGasketDamageThreshold":2000000,
    "pistonRingDamageThreshold":2000000,
    "connectingRodDamageThreshold":2500000,
    //"maxTorqueRating": 1050,
    //"maxOverTorqueDamage": 280,
    "$*maxTorqueRating": 2.1,
    "$*maxOverTorqueDamage": 2,
    },
    },
    "coupe_cil_i6_2.6": {
    "information":{
    "authors":"BeamNG",
    "name":"Stock 2.6L",
    "value":125,
    },
    "slotType" : "coupe_cil_i6",
    "mainEngine":{
    "torqueModMult":[
    ["rpm", "torque"],
    [0, 0],
    [1000, 1.0 ],
    [2000, 1.0 ],
    [3000, 1.0 ],
    [4000, 1.0 ],
    [5000, 1.0 ],
    [6000, 1.0 ],
    [7000, 1.0 ],
    [8000, 1.0 ],
    [9000, 1.0 ],
    [9500, 1.0 ],
    ],
    "$*instantAfterFireCoef": 1.0,
    "$*sustainedAfterFireCoef": 1.0,
    "$+particulates":0.01,
    },
    },
    "coupe_cil_i6_2.8": {
    "information":{
    "authors":"BeamNG",
    "name":"Bored 2.8L",
    "value":125,
    },
    "slotType" : "coupe_cil_i6",
    "mainEngine":{
    "torqueModMult":[
    ["rpm", "torque"],
    [0, 0],
    [1000, 1.05 ],
    [2000, 1.05 ],
    [3000, 1.05 ],
    [4000, 1.05 ],
    [5000, 1.09 ],
    [6000, 1.12 ],
    [7000, 1.14 ],
    [8000, 1.30 ],
    [9000, 1.50 ],
    [9500, 1.52 ],
    ],
    "$*instantAfterFireCoef": 1.1,
    "$*sustainedAfterFireCoef": 1.1,
    "$+particulates":0.01,
    },

    You can see i removed the torque gains from the stage4 file and made a slot for cilinder capacity and give those the gains,like it sorta is in real life, you strenghten a engine blok to handel more torque and higher rpms by reinforcing the internals like pistons/rods/bearings for more torque and weight reduction and balancing for said parts for more higher rpm capability, so by actually increasing cilinder capacity and compression rate you gain power so thats why i removed the gains from the performance longblocks and applied my own torque curve for the cilinder capacity, it works great, but like i said the main problem is that i don't get any gains on the rest of my slots like cams etc.

    I used torqueModMult for all these additional files, i tried changing them to torqueModExhaust but then i would lose the gains on the exhaust files.

    And here is a picture how it looks in game.
    Works perfect just no gains on extra parts.
    If anyone has any advice,it would be much appreciated, like i said this is for personal learning and maybe sharing some idea's for the further development of the vanilla game, as it is a great platform if you love tuning cars and i personally feel that i need more flexibilty from the base game tuning wise like you see in the picture if you look at the torque curve,if i had my cam options working i could shift the power band to the right,making it more drivable from start and give higher torque in the higher rev range.That way i could substain a great amount of torque at 9k rpm,now it severly drops off after 7k rpm but have massive torque at 4k-5k rpm.

    And yes i know it says RD26 instead RB26 because it's not a RB:)
     

    Attached Files:

    • test_coupe_i6_forum.jpg
  2. Goosah

    Goosah
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    Global Moderator
    BeamNG Team

    Joined:
    Aug 30, 2013
    Messages:
    790
    From what I can understand, you are trying to add several torqueModMults together. Which is not how they work. They overwrite each other. So you can only have one torqueModMult, one torqueModIntake, and one torqueModExhaust at any given time. If you do have multiple of each loaded in parts, it will only use the one from the last part loaded.
     
    • Like Like x 1
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