Hello there .. I've been playing BeamNG and I got this idea: Why not try to get the Turbo Code from RoR into BeamNG: I'll maybe release my edits when I can manage to get better results. For the moment, you just set: maxTurboRpm turboInertiaFactor And a "turbocurve" like this for the PSI amount at X turbo RPM (note that 1psi = 6% more power): Code: "turbocurve":[ ["trpm", "psi"] [0, -3], [50000, 5], [100000, 8], [200000, 17], ], And it simulates: A turbo (???) Power added to the engine Negative boost Turbo whistle at idle Imo this way it's more realistic than the hacky way I did it with RoR, as you have more control over everything. Release v1: Turbo-simulation
GG Great work so far. Try to make more different sounds like the one from the Cadilac escalde HERE: https://www.youtube.com/watch?v=AvceE22RPWs 12:02 its german but ... The blow off valve XD "Like a raptor"
The sounds alone are already enough for me to cry due to too much awesomeness. I just love the sounds turbos make, espacially the blow off valves, they sound amazing.
Some progress here: PHP: "turbopressure":[ ["tprpm", "psi"] [0, -3], [50000, 3], [100000, 9], [120000, 14], [150000, 23], [160000, 25], [170000, 30], [200000, 35], ], "turbointeria":[ ["tirpm", "tinertia"] [0, 0.7], [50000, 0.9], [110000, 1], [165000, 0.8], [200000, 0.5], [250000, -1], ], I've added the "turbointeria" curve section to try to simulate a much more realistic turbo inertia line and that actually does help a lot.
What do you mean by "dependent on throttle"? This is not a supercharger, this is a turbocharger, and a turbocharger makes boost depending on the exhaust *power* of the engine.
This should really be officially in the game. Perhaps send a message to tdev when you're finished it, and maybe it can get put in the game.
I may be wrong but aren't wastegates usually set to bleed off most or all boost at lower throttle levels for various reasons?
Actually, if I'm not wrong, wastegates are used to bleed exhaust *power* (the turbine side) to not let the turbo go over a precisely set limit of pressure. (To not overload the engine and.. boom)
That's exactly what I was thinking, I just couldn't find the right words. Although, on further thought, I was wrong on the part-throttle thing, or more right for the wrong reasons. Wouldn't there just be less exhaust at part throttle, resulting in slower spool and less boost?
Looks like you guys are liking this, so here it is. How to add to your car: Add these lines to your engine jbeam file. PHP: "turbo": { "engopRPM":1500, "maxRPM":200000 }, "turbopressure":[ ["tprpm", "psi"] [0, -3], [50000, 3], [100000, 9], [120000, 14], [150000, 23], [160000, 25], [170000, 30], [200000, 35], ], "turboinertia":[ ["tirpm", "tinertia"] [0, 0.7], [50000, 0.9], [110000, 1], [165000, 0.8], [200000, 0.5], [250000, -1], ], engopRPM: Engine's RPM at which the turbo starts to spool up. Min value: 0, Max value: Max Engine RPM maxRPM: Turbo's max rpm. Edit them to your tastes and have fun. How to install: Before installing this mod, you might need to backup your game files because it might break something. Drop all the files on the game's root. (C:/Program Files/Steam/steamapps/common/BeamNG.drive) I'm releasing this under the "ISC" license. This does not work for 0.4.2.0