Transmission Overtorque

Discussion in 'Ideas and Suggestions' started by SebastianJDM, Aug 8, 2018.

  1. SebastianJDM

    SebastianJDM
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    Something that I feel has been lacking is torque damage for other components of the vehicles, such as transmissions. Modding the Pigeon to have 100hp, adding overly grippy tires and clutch, or fully building a Grand Marshall to have over 1000 horsepower; those things should be able to do damage to more than just the engine. Especially transmissions, because at the moment, the race transmissions are only really used for their tunability, but in my opinion, using an engine that has a lot more torque than the stock one should be able to cause certain transmissions to fail. It would add extra function to the race transmissions, and also add some realism to the game. Plus, it would be interesting having to sacrifice your 6-speed for a 5-speed because it's more robust, and can handle the torque. It would be as simple as adding a couple of extra lines of data in the jbeam, and boom.
    Code:
    "maxTorqueRating": 345,
    "maxOverTorqueDamage": 250,
    
    Another feature that should be added is the damage/failure of the parking pawl in an automatic transmission. Just as manual transmission gears break from bad shifting techniques, the park gear should be able to be broken too. Putting too much stress on it by parking on a steep hill with a heavy vehicle, parking on a hill and letting the vehicle roll back and bounce off the pawl, and shifting into park while moving should break the P gear. Newer vehicles will apply the brakes and not allow the transmission into park if you shift into it while moving. This could be defined in the transmission's jbeam, something like
    Code:
    "electricParkGear" true,
    
    Another idea is to have the clutch be a separate part from the flywheel on stock vehicles, and adding more power or whatever would need you to upgrade your clutch or it will burn out (as it does now). Currently it's automatically calculated how much torque your clutch can handle (unless you set it differently), but I think you should have to choose a clutch in the parts menu, based on how you drive and how your car is built. This would change the engagement of the clutch, and sacrifice comfort and drivability for more friction and reliability. The covet beater can come stock with a clutch that's basically already gone, which would need to be one of the first things you buy to make it a better daily driver.

    TL;DR - Add transmission overtorque, AT transmission parking pawl failure, and performance clutches on stock vehicles.
     
    • Agree Agree x 6
  2. fufsgfen

    fufsgfen
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    I guess it is good thing this driver don't have older vehicle as he would be in ditch doing this in older vehicle:


    Old and new are indeed different in this too.
     
    • Like Like x 1
  3. SebastianJDM

    SebastianJDM
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    yep, it's really unsatisfying when you finally reach 100kmh in your SOHC carbureted automatic Covet, and put it in park and it actually tries to keep you safe by not allowing it.
     
    • Agree Agree x 2
  4. Mopower77

    Mopower77
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    That parking mechanism has been the same for years... Even on vintage vehicles, it's the same design. It won't let you stop just because it's spinning to fast for the pin to slide so it just goes d-d-d-d-d-d-d--d-d-d-d-d-d--d-d-d-d-d. This will be fine as long as you don't do like he did and come to a complete stop with it still put into park... Parking on a steep hill doesn't do anything to your park mechanism. Otherwise, it would be pointless. That's like thinking you could break the park pin by torquing the lug nuts down on your car lol. I had a guy in high school think his miata's park pin would break when I was putting his tire back on. I was just laughing the entire time!

    I would like to see automatic transmissions get damaged from overtorque though... They should also have thermal simulation just like on the manual transmissions. They will get hot from too much traction and a lot of starting/stopping/torque or gear changes. Even stock transmissions behind a stock engine can fail after several minutes of abuse. Doesn't even have to be a built engine.
     
    #4 Mopower77, Aug 8, 2018
    Last edited: Aug 8, 2018
    • Agree Agree x 1
  5. Diamondback

    Diamondback
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    Vehicle Systems Lead
    BeamNG Team

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    Most of these suggestions would just put unnecessary hurdles in the way of people playing the game, judging by the comments about engine torque damage, not something we want to implement in place where it can be omitted. (It was mandatory for engines as otherwise N2O could be used to add unlimited power)
     
  6. Justy4WDTURBO

    Justy4WDTURBO
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    Couldn't resist not posting that .gif.

    @topic: reminds me how back in the day, before engine overtorque/valve damage was a thing and there was a unofficial NOS mod, you could rev up to the moon (let's say 200,000+ RPM), put the gearbox in gear and take off ridiculously fast.
     
  7. Adenzel

    Adenzel
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    For me 80% of the joy of this game is not just being able to wreck stuff by crashing it, but wreck the mechanicals by pushing them too hard or being an idiot with them. I'd love to have more realistic trasmision damage, have autoboxes cook themselves when I try and tow a 20ton trailor with an Ibizu Hopper.

    I'd also love to see break wear implimented, not just break fade.
     
    • Like Like x 5
  8. Sithhy™

    Sithhy™
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    Theoretically, couldn't transmission overtorque be turned on when you disable clutch assist? Most of the people use it anyway since they play on a controller/keyboard, but if someone wanted to go with full manual, they would also deal with transmission overtorquing
     
    • Agree Agree x 1
  9. Adenzel

    Adenzel
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    By turning off clutch assist do you mean selecting arcade mode? (Just checking as they're two seperate things and I think it'd make more sense to have arcade mode be more likely to automatically disable certain realism elements). You could also just have seperate toggles for different failure states as the BeamNG menu is already pretty good at customising the game to individual preferences.
     
  10. Diamondback

    Diamondback
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    Vehicle Systems Lead
    BeamNG Team

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    We are not going to selectively enable/disable features based on Gameplay options or other means. It massively increases complexity in code, making errors much more likely and also totally blows any testing budget as each and every single possible combination of settings needs to be tested Individually. Across all car configurations and maps... ;)
     
    • Informative Informative x 1
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