Please make a Wankel/Rotary Engine mod with engine models! If someone who knows how to create mods and engine models please make one as I do not. I know there is a lot of people that want this besides me and I think slapping a 13b/any other one in any car would be great! I know i might be asking for a lot (or maybe not i really have no clue) but I know rotary purists and just engine enthusiasts as myself would be ecstatic by this idea. This is my first post so go easy please. Below I will put a list of things that would be awesome if anyone did feel like doing this. List 1. Make it actually sound like a rotary engine! (must include brap braps) 2. Different porting 3. Different intakes(Na,Turbo,Twin Turbo,adjustable wastegate pressure,etc) 4. Billet Engines for drag racing or whatever 5. Adjustable Ecu, Revlimiter(atleast 10k rpm or its not a real rotary),and idle for bridgeports 6. Accurate Power curves which you piston sissies might not understand (no offense) 7. Manual, Automatic(with transbrake and yes it does work with rotaries peppermoney starlet on yt if you don't believe),sequential. 8.Lightened flywheels,Heavy duty,Drag specific(goes for clutches too) Ok that's proabably way too much to ask for but if you love the rotary/wankel engine as much as I do then you will understand. With that being said if I knew how to do any of this myself this post wouldn't exist.
IIRC, the devs were open to having rotary engines, but they need high-quality sound samples like the ones the team currently has for the various piston engine types. Seeing as this caliber of sound sample is very costly to record or commission, it probably won't happen unless one of the major sfx vendors releases new engine samples with rotaries included.
I mean why dont they just rent a rotary car, like a mazda Rx-8 and record that? Or is it more complicated than that.
I won't pretend to know all the ins and outs of sound engineering, but I'd imagine they'd need a sound studio capable of housing the car. They would also need to be able to remove the vehicle's exhaust system to simulate a damaged exhaust.
It's not quite as easy as that due to our requirement to have the unmuffled samples as well. We haven't yet come up with a good "post-process" to turn muffled exhausts in to unmuffled... indeed, I honestly don't think we will without making things sound over processed and synthetic. The only option would be for the vehicle owners to allow the exhaust to be removed so we record vehicles with and without the exhaust system. If it wasn't for out unmuffled requirement, we would likely be recording new audio - that's my gaming background having recorded a lot of vehicles for the DiRT, GRID and F1 games over the years. The other issue is volume. It's all well and fine recording loud sports cars either on a track, or on a dyno, but this is way more difficult with "stock" quiet vehicles where dyno noise, or surface noise and wind noise are going to be a lot more difficult to overcome.