Torque curve "dialing" app

Discussion in 'Ideas and Suggestions' started by 1UZ-FE, Nov 8, 2016.

  1. 1UZ-FE

    1UZ-FE
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    Oct 13, 2014
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    At the moment, BeamNG doesn't develop torque values by actual calculations from the engine internals, or combustion, they are brought about simply by values per RPM. So, as we are still at this stage, we might as well make the most of it.

    As you can tell, BeamNG applies its own custom curves to compensate for the RPM's we do NOT give value. If you ever looked at an engine's torque readings in the .jbeam, you will notice every value of torque is usually 500 or 1000 RPM apart. Why is this? Well, would you like to give a value of torque 5 thousand or 8 thousand times? Yeah, no. That is why we have these curves.

    But, what if we could make our own curves, and change their width? What if we could just click, drag, and dial in as many torque values in our torque curve in the UI app, just like we would with a parametric equalizer in a DAW (studio on a PC/laptop)?

    The video below shows how to use a parametric eq. Why am I posting something completely unrelated? Because it isn't! Observe how he adds the notches and changes the width of the curve... And now just imagine that's how you can dial out your torque curve for any engine!




    This may massively cut down the time spent on torque curves, and by simply "clicking" anywhere in the curve we desire, we create a notch that holds a value of torque for whatever RPM you chose to click on, instead of typing it in for EVERY RPM. And every "notch" can be modified, not only of its number of torque - but the width of the curve!

    The only thing that isn't demonstrated here is the ability of adding as many notches as you want (not just 6, as in the video).

    To help stick with the old formula, once done with the curve and ready to apply the new values, the app should generate a text of the torque values that match what you have dialed out, and apply them into the engine jbeam as is.

    I understand that this will be of no use when BeamNG creates torque values from actual internals and combustion, but we aren't there yet.
     
    #1 1UZ-FE, Nov 8, 2016
    Last edited: Nov 8, 2016
  2. Slammington

    Slammington
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    This is a great idea, the only bad thing about it I can think of is the very iminent implementation of proper engines which would render it obsolete.
     
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  3. SixSixSevenSeven

    SixSixSevenSeven
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    You can type in as many points as you want
     
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