pretty close to what it is now (vanilla but with your torque converter mod), only except that like what you said in my post; That it should upshift even when spinning its wheel(s), and they shouldn't upshift at full throttle at an engines maximum rpm, around 4000-4600rpm is more like it, two speeders a little less. From my experience, they also shouldn't kickdown into first unless you going like 20-30kmh, but i could be wrong.Then perhaps sharpening up low-moderate throttle upshifts on some of the newer classic transmissions and your about done
Still having issues with getting the thing to shift in auto when launching, same exact thing happens on kickdown too in some situations when it downshifts and is immediately pulled up to redline..
lmao i guess i give up then, my game is weird. clean install with literally just this as the only mod, ill just have to stick it in manual mode
I am surprised that I only found this mod recently as I have been hoping to fix the problems I've had with the automatic transmissions in BeamNG.drive for so long now. The high RPM shifting in low gears on DCTs and the throttle blip when shifting at lower RPMs in middle gears on TCs. Great work on this! However I have just 2 problems I wanted to point out: 1. When launching some cars with DCTs (Vivace S and SBR4) using launch control at the pre-defined RPM for that driving mode (5000rpm in Arsenic/Sport+), the RPM suddenly drops to around 2500rpm instead of around 5000rpm, which results in a power loss and therefore more time taken for acceleration. Even when setting the launch RPM to 7000rpm (around redline), the same happens. 2. In the higher gears, the low shift RPM increases to a level that is too high in my opinion. I know this is kinda realistic, but in cars such as the Vivace S, it is in 4th gear at 30mph when it should be in 5th imo and likewise at 50mph it is in 6th gear instead of 7th. This is because the shift RPM is around 2000 but IRL I think it would probably be lower, It would be nice if you could address these issues, especially the first one as it hinders performance, the second one is more of a personal observation that is a kinda niggle to me lol
Thanks for your reply Does this happen when using BeamNG stock DCTs as well? If not, this mod has a bug and I'll troubleshoot. If so, the launch control might not be perfect in Beam, actually the same might happen IRL as well since most street vehicles don't have anti-lag which means that it's not possible to build turbo pressure when the engine is not loaded. Simply increase the DCT launching clutch RPM might work, but doing so also makes low throttle shifting very slippery in 1st & 2nd gear. I might consider making a throttle-based DCT clutch slippery RPM control based on what I did to the torque converter lockup clutch. I'm going to have a few days(or weeks) off in BeamNG modding to have some rest, so please don't ask "wen relez". In vehicles IRL, the TCU(transmission control unit) is tuned in conjunction with ECU(engine control unit). Thus, shift RPM is not the same with different engines even the gearbox is physically the same. In BeamNG, the highest up/down shift RPM can be auto-calculated using the power band curve, making it possible to suit different engines with the same transmission. However, the lowest up/downshift must be inputted manually. Therefore the low throttle shift RPM must not be too high to make sure the fuel economy is not poor when using a powerful engine, and the power is not too sluggish when using a weak engine. Technically speaking, it's possible to make multiple transmission like "7DCT for 160", "7DCT for S" or "7DCT for Arsenic", but that is going to be too messy, so I decided not to do that.
Hey. any chance you can fix the unmoving automatic shifters in your modded transmissions? Have a good one!
Hows that? Shame. vanilla autos are utter shit.. guess thats the risk if ya rely on mods to improve game mechanics that should get fixed by the devs instead. Stay out of trouble buddy!
I bought this game in 2017, BeamNG is a pretty nice game, and I enjoyed my time here. You can't expect someone to maintain interest on something forever. People come and go, so do interests.
do you allow peoples to make changes to your mod/update it (such as adding moving gear selectors) and post it inside this thread ?
i think he has no problem with that since he will abandon the mod. i hope somebody will take up his work. --- Post updated --- Yeah buddy like i said: i understand. But its still disappointing since the devs dont give to pennys about properly overhaul the auto transmissions. Anyway stay out of trouble and have a good one. you have indeed created my alltime favourite Beam mod and its just a shame.
I hope he does, because the issue with the non moving shifters was quite easy to correct, even though I had to compare the vanilla AT shiftlogic to the mod's, and just one line broke the entire thing. I have to take a look on the DCTs to see if it has the same problem/solution (edit: apparently the problem is the same, maybe the solution is the same too). Also, thanks to the new prop animation thing, you can emulate "buttons" for functions (like a winter mode button, or an OD-ON/OFF button), and you can use different layouts without bugging the shifter movement (for example, if you wanted to add a PRNDSM layout to a Shifter with PRND21, you had to make a different part with the prop movement tuned to that number of gears) edit 2: Couldn't find the issue on the DCT shift logic. Maybe someone with more LUA experience can spot the issue. Sadly the console doesn't pop any error
Did you fix the double shifters thingy? can you maybe send me the fix? --- Post updated --- Yes he did give permission to do anything you want with since he dont cares anymore. can read it in the repository page of the mod. I hope someone talented can pick up his work and fix the double shifters and non working shifters
Well, so for now I will try to convert the DCTs into the "SCT logic" so it works again, at least until someone can find what's the issue with the DCT shiftlogic. Also, I will make the OD button version of the Wendover Column Shifter, as well as the floor shifter with the Overdrive position. The I series' shifter now contemplates the "OD-OFF button function" on both 4AT and 5AT, as well as the "Winter button" on the 5AT.
Yes he did give permission to do anything you want with since he dont cares anymore. can read it in the repository page of the mod. I hope someone talented can pick up his work and fix the double shifters and Would be much obliged if you can fix the double auto shifters and the non moving auto selector of the remastered covet too if thats in your capabilites!
Update for the day: Still couldn't make the DCTs work, but found a temporary solution: making them Automatic transmissions but with a really fast gear shifting. Also, since the ATs kind of make the two step useless, the "DCTs" now have a transbrake, so you can do stupid quick launches with full turbo boost (sorry for the Supercharger guys). For the modern ETKs, I don't know if its worth to make its DCT a Automatic, since their automatic is really fast and have the same amount of gears (makes more sense to just add the transbrake to the 8 speed automatic). Also, I made the Bastion 8AT equally fast to the ETK's 8AT, and also added the transbrake to it). Adding to that, I'm considering to add modern 6AT transmissions to all "old" cars with Sport and Manual mode, since it now works flawlessly with the vanilla AT shifters (apart from the Wendover, but the "fixed" shifters will be included).