1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Stuck, Having problems with creating your mod? Let us help you: Mod Support

how to get accurate power curves very easy

Discussion in 'Content Creation' started by SuperDragon1026, Sep 14, 2017.

  1. SuperDragon1026

    SuperDragon1026
    Expand Collapse

    Joined:
    Aug 5, 2016
    Messages:
    65
    So we all know that in beamng drive for whatever reason the torque we put in the jbeam it isn't what is in the games torque curve app. well all you have to do to get within 5 lb-ft is to multiply any torque value by 950/684 and it should get you within 5 lb-ft sometimes it gets it perfect. and don't round up or down just take the whole number. and here is the fiction that was used and I think that it does affect this.
    Code:
    "friction":18
            "dynamicFriction":0.029
    hopefully this helps everyone
     
  2. sleek.i

    sleek.i
    Expand Collapse

    Joined:
    May 31, 2017
    Messages:
    7
    so, what does the 950/684 mean? do you multiply by 950 then divide by 684? this might need further explanation.

    also, the jbeam values go by Nm i believe
     
    • Agree Agree x 1
  3. SuperDragon1026

    SuperDragon1026
    Expand Collapse

    Joined:
    Aug 5, 2016
    Messages:
    65
    It means 950 divided by 684 it's a really long decimal. And if they do then that makes sense
     
  4. Inertia

    Inertia
    Expand Collapse

    Joined:
    Dec 29, 2015
    Messages:
    1,383
    or do it properly with realistic friction values and just increase everything by ~20Nm and finetune so you get something actually legit
     
    • Agree Agree x 2
  5. atv_123

    atv_123
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    481
    I guess I haven't done this in a while, but what about the torque curve is wrong? Is it artificially to low? If so, is the torque on the torque graph measured at the Engine or the Wheels? If it is measured at the wheels, then it should be low anyways as losses through the drivetrain would sap some of the torque.
     
  6. Slammington

    Slammington
    Expand Collapse

    Joined:
    Aug 14, 2014
    Messages:
    1,272
    The torque in the torque graph I believe is at the engine. However in the code for the engine there is a value for the internal friction of the engine itself, which makes the effective torque of the engine different from the torque you write into the .jbeam file I believe
     
  7. 440cid

    440cid
    Expand Collapse

    Joined:
    Jul 12, 2015
    Messages:
    113
    If you use Nm as your torque unit, you can try this formula

    baseTorque - friction - (brakingCoef x (RPM/60))

    Braking coef = dynamic friction x (2 x Pi)

    For example:
    Friction = 24
    Dynamic Friction = 0.029
    Braking coef = 0.029 x (2 x3.14159) =0.18221222

    At 3500 RPM we input 620 nm of torque. The number that will be displayed in game will be:

    620 Nm - 24 - (0.18221222 x (3500/60)) = 585.3709538 Nm

    Which is = 620 Nm x 3500 RPM / 7122.50712250712 = 304.668 HP.

    Just turn the formula into an Excel spreadsheet and plot a graph for torque and HP. It will make your life easier.

    Edit: I released my spreadsheet to calculate torque & power values used in game here https://www.beamng.com/threads/flywheel-torque-power-spreadsheet-calculator.45889/
     
    #7 440cid, Sep 14, 2017
    Last edited: Sep 15, 2017