manual transmission suggestions (simulating the gears' synchronization when shifting)

Discussion in 'Ideas and Suggestions' started by nipplesniffer, Aug 18, 2018.

  1. nipplesniffer

    nipplesniffer
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    Joined:
    Aug 17, 2017
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    3
    sorry if this has already been suggested or is a part of the game, but it could be a neat addition to the internal depth of vehicles

    so, the engine rpm is known, the wheel rpm is known, not sure about how the differentials are handled but i guess the supposed imaginary rpm of the shaft from diff to trans can also be known

    from these values the rpm variables of each "imaginary gear" in the transmission can be calculated by some mathematics, applicable for any number of transmissions in 1 vehicle

    when you disconnect clutch in neutral, the rpm variables (imaginary gears) would start to fall, as to simulate some momentum ( i have no idea how long it takes for the gears to stop on their own in the manual transmission of an average passenger car)

    and so, when you try to change the gear, the variables start synchronizing to a certain ratio (should be really simple to express this in code) when those two variables are in (or close to) this certain ratio, the actual shifting can occur and gear is set, however, instead of the gear grind sound file that currently plays if you try to shift gears with clutch connected, there would be a looped sound that would be heard as long as the synchronization is in process (you holding a key whose action is to try and change the gear, and the variables not yet synchronized in the desired ratio), this has a lot of possibilities with adding more sound layers, and changing pitch of the grind according to how much of a difference is between the variables that you are trying to synchronize to the desired ratio
     
  2. Capkirk

    Capkirk
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    Nov 19, 2017
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    This is already simulated, the manual transmissions will continue rotating after the clutch is disconnected. When you shift, they will synchronize depending on what the shift time is set as in the Jbeam.
     
  3. Diamondback

    Diamondback
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    Vehicle Systems Lead
    BeamNG Team

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    Apr 8, 2014
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    1,957
    The big issue with actually simulating every little piece of synchronizer equipment is the lack of accurate human input, there is (afaik) no hardware on the market that actually has an axis input for every gear and provides FFB (aka resistance to shifting). These two are required to make the shifting experience be like IRL, without them it's just not possible. So yea, nice idea, but it's not possible to actually implement without matching input hardware.
     
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  4. fufsgfen

    fufsgfen
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    It amazes me that there has not been any mainstream products on this yet, but creative minds have made such things:


    https://sourceforge.net/projects/j2hshifter/

    https://www.lfs.net/forum/thread/19232-JJShifter-(New-Force-Feedback-H-SHifter-program)

    Technically using FFB joystick one could create H-grid and bounce effect, but I guess user group would be rather limited for such.

    Gear shifter manufacturers like Logitech and Thrustmaster are not much into realistic simulation, but more to canned game effects, but by a chance we can get realistic FFB to wheels which are not designed for such.

    No one can't really afford Fanatec which might take realism seriously.

    So despite there being ways for over 10 years already to get FFB shifter crafted out from FFB joystick, there is no FFB shifter product yet.

    Also it would perhaps not work with NFS or whatever those wheels are mainly made to, there is lack of sales volumes then, sad state of affairs.
     
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