WIP Beta released ETK800 Hybrid 8.1.0

Full hybrid versions of the ETK800 hatchback car

  1. Xupaun

    Xupaun
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    Well, for me it happened when the car was jolting while creeping (maybe the shaking makes the engine get damaged). Again, when the final drives are equal, this jolting disappears, so the engine doesn't break anymore
    --- Post updated ---
    Well, something i'd suggest in that subject would be a more powerful electric motor inside the "transfer case" so a EV mode would behave like a direct drive electric (with just the differentials reductions) and the ICE would have "a real transmission" just for itself (maybe a combined with a belt driven motor on the engine (acting as the starter and generator, and sometimes, giving extra power to the ICE). That would make a hybrid a nicer car to drive, since the best part of a "drivers car" is the ICE, and having it on a constant speed is not really cool.
     
    #381 Xupaun, Nov 11, 2021
    Last edited: Nov 16, 2021
  2. PowerstrokeHD

    PowerstrokeHD
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    ill get it to you later when i get out from work. i have a feeling it is because engines other than the NA 2.0 I4 have too much power
     
  3. Justin740

    Justin740
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    Definitely not. The hybrid system can take pretty much any engine I throw at it. I have a 500hp turbocharged 3.0 i6 and it works just fine. Try disabling some other mods and see if there's interference
     
    • Agree Agree x 2
  4. AntonSuhinin

    AntonSuhinin
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    the mod does not work for me, when I spawn the car it stops responding to the steering wheel, pedals and gearbox, in general to all my actions, but the bus works 50% it reacts to some actions but does not respond to pedals and gearbox upload_2021-11-13_21-11-52.png upload_2021-11-13_21-12-10.png upload_2021-11-13_21-12-3.png
     
  5. Xupaun

    Xupaun
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    Is your gearbox mode on arcade by standard? Also, remember that, at least the etk 800, they spawn turned off
     
  6. AntonSuhinin

    AntonSuhinin
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    --- Post updated ---
    I use a game steering wheel and if on a regular car with an automatic transmission I can turn on the park, when choosing a hybrid I cannot even turn on the headlights
    --- Post updated ---
    I already did deep cache clearing several times, but it didn't help
     
  7. ShaunJunior2006112

    ShaunJunior2006112
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    is It possible to use the hybrid mod on other vehicles
     
  8. Dat_Boi12345

    Dat_Boi12345
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    Hi, I'm running 0.23.5.2.12939, and I subscribed in game. How do you turn on the auto start/stop? I've looked around everywhere and can't find it. Thanks!
     
  9. Arcanox

    Arcanox
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    Aug 22, 2018
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    This looks like the same problem another player had; you need to turn your "Default Gearbox Mode" to "Realistic" and not "Arcade" until I am able to release a patch to fix this bug.
    --- Post updated ---
    Are you sure you had the vehicle configuration set up correctly? Was this on one of the default Hybrid configurations I ship with the mod? The rear final drive cannot have an effect on the engine, or vice versa. It sounds like you somehow had an actual transfer case and driveshaft somewhere in the powertrain configuration which would definitely break everything.

    The proper AWD configuration for any of the hybrid vehicles is to have the eCVT in the "Transmission" or "Gearbox" slot, and the "Electric Rear Differential" in the "Rear Differential" spot. There shouldn't be a transfer case or driveshaft anywhere. The Electric Rear Differential is essentially what you suggested by "an electric motor inside the transfer case", but in the rear differential instead of a transfer case. This eliminates the need for any drivetrain-related mechanical parts between the front and rear of the vehicle.
     
  10. Xupaun

    Xupaun
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    I'm testing the climb power of the mod.
    For the Hybrid, I'm using the Performance eCVT with the long range battery. The front final drive is 3.91 and the rear one is 4.73 (same spacing between the 3.23 and 3.91 the mod uses by standard). Also, it uses the Hybrid Drivemodes and the Hybrid AWD Traction Control.
    The non Hybrid uses the same ICE but uses the 8 speed automatic with AWD transfercase and 3.91 gearing on both axles. For the Electronics, it uses the standard drivemodes and Traction control.

    Everything else is the same (body, wheels, tires, etc) and the drivemode used was Comfort, so, TC ON.

    The ramp used was the Large angle tester, and the pitch angle was measured by the pitch UI app.
    screenshot_2021-11-15_17-57-09.png
    The red one is full ICE while the green one is the Hybrid.
    upload_2021-11-15_19-35-59.png
    This is the Pitch

    Results: The Green one barely climbs on EV mode, and with he EV mode Off, it wheelspins a lot and goes down because of that. At the same time, the red one climbs with some difficulty, but still doesn't roll down, even with a litle bit of wheelspin too.
    After that, I changed the Transmission from the red car to the Dual Clutch. Again, now with a little more struggle (specially because the Vanilla DCT doesn't have a creeping mode), it still could climb with no help from the ground (unlike the green car, that only could climb if thee rear bumper was touching the ground below the ramp.

    Considering how powerful the electric motors are (300+ whp), I spected that the green car would, at least have the same hill-climbing performance as the red one. I don't know why the car refuses to give full electric power the instant you floor it.
    --- Post updated ---
    Actually, when I mention the "electric motor on the transfer case", I was talking about maybe a future plan of a car with a "standard" transmission, because the electric motor wouldn't be affected by the gearbox, since it would be located after the gearbox on the power path. Now I edited the post with the right quoted message (apparently I forgot to quote you before).

    But the jolting problem happened on the race hybrid configuration.
    I noticed this problem when you spawn the car. If you choose to make the car spawn powered ON, the ICE Turns turns off and on a couple of times and then suddenly dies (gets "disabled"). The final drive thing, apparently was a placebo, because if I spawned the car ON, or simply turn it on and do nothing else for some seconds, I get that "engine disabled" message. It wont happen if I press the accelerator the instant I spawn it. It is kind of hard to explain, and it doesn't happen always.

    Actually I managed to capture this failure on the uploaded video.
     

    Attached Files:

    #390 Xupaun, Nov 16, 2021
    Last edited: Nov 16, 2021
    • Like Like x 1
  11. Arcanox

    Arcanox
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    It's enabled for all of the Hybrid configurations of the ETK, but there are certain conditions that will keep the engine on when it normally would auto-stop. The most common one is probably the coolant being too cold; if you don't have the "start with engines preheated" option (or whatever it's called) turned on, it'll take a while to warm up.
    --- Post updated ---
    With regards to the climb power, there are two things you have to keep in mind. #1 is that the Hybrid configurations provide a lot more torque to the front wheels than the rear. This is due to the fact that the rear torque comes from a smaller electric motor on the rear differential, as is the case with all of Toyota's AWD hybrid vehicles. This means that on a steep uphill climb, when the load shifts towards the rear of the car, you don't have as much torque available since the front wheels have less downward force and the rear wheels have limited power. #2 is that in EV mode, as you said you did some of your testing, the total output power is severely limited compared to engine-on power. I'm not sure what you mean when you say "the car refuses to give full electric power the instant you floor it"; it does give full electric power when you floor it. This is a debug graph of Requested vs. Actual torque, among other things. The red line is "Requested Torque", which is a value directly dependent on the accelerator pedal. The yellow line is "Actual Torque", which is the total amount of wheel torque from both the front axle and rear axle combined.

    upload_2021-11-16_13-52-42.png

    You can see me floor it just past the middle of the graph, and the "actual torque" quickly spikes up to almost that value while the engine starts (dark purple line is MG2 hitting near-full-power, dark cyan line that goes negative briefly is MG1 starting the engine), and after a fraction of a second (once the engine is running), the yellow line reaches the full requested output torque.

    With regards to the failed engine, you appear to have a mod installed that changes the chassis of the ETK800 at a minimum. Can you try testing with no other mods installed at all? I have never experienced the engine failing with any of the engines or configurations (I wouldn't have released the update if I had). I would have to guess there is another mod that's affecting the powertrain or JBeam somehow and it's causing either a simulated mechanical failure somewhere along the powertrain, or JBeam node/beam issues that cause clipping or glitching in the engine area that physically breaks beams in the "engine" part. If you can provide a mod list and a ".pc" configuration (freshly saved from a vehicle that consistently breaks like you're describing), I can see if I can reproduce it on my end.
     
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  12. cartruck4

    cartruck4
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    The mod broke in my game and I don't know why. I have deleted the car and core files and cleared the cache, but when I redownloaded it it's still completely broken. None of the controls work and the dials are stuck in the straight up positions. Are there any know fixes for this?
     
  13. Xupaun

    Xupaun
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    Found the problem. It is caused by the Sedan mod from Milendur, on my end.
    Tried on the safe mode with just the hybrid mods (ETK 800 and core) and using the Race hybrid configuration, I didn't have this problem. The instant I activated the Sedan mod, the bug started. I didn't even changed the car, just activated the mod and pressed R. Since the bug, apparently, only happens when the car is not on flat ground, it is totally tolerable.
     
  14. default0.0player

    default0.0player
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    Hybrid vehicles are generally inferior to their ICE counterpart in terms of off-roading.
    Here's an example
     
  15. Xupaun

    Xupaun
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    As I said, that "slowness" on EV launches may be something more related to the feeling, than to reality. Maybe it is related to a lower power rating compared to the eSBR, for example. Also, unlike the usual hybrids (specially from Toyota), your mod uses the standard ICEs from ETK, instead of Atkinson Cycle less powered ICEs, so the hybrids are extremely powerful when you are going fast (at least if you use either the Sport or Peformance eCVTs. When I see the standard 854t get up to 500 whp with the Sport eCVT and FWD, I expected 500 whp performance on launches, but then (maybe because of that bug) I realized that the ICE doesn't send a lot of power to start moving the car, so that may explain the "lack of torque" on extreme hills.

    Anyways, I have to say that the Sport hybrid is quite slower than its non hybrid counterpart, Even though, the Race Hybrid is faster (compared to "the same cars" with either the 8 AT or the 8 DCT and AWD).
     
    #395 Xupaun, Nov 18, 2021
    Last edited: Nov 18, 2021
  16. Xupaun

    Xupaun
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    Two suggestions:
    *First of all, a eCVT Shifter, cause usng the automatic transmission one doesn't really work.
    *The last one, a spotier variant of the eCVT. Kind of a mashup between the Performance and the Sport configurations. Tis is something I made, that made the car really nice to drive (this can be improved, it is just a concept):
    "etk_transmission_hybrid_sportier": {
    "information":{
    "authors": "Arcanox",
    "name": "Sportier eCVT Transmission",
    "value": 6200,
    },
    "variables": [
    ["name", "type", "unit", "category", "default", "min", "max", "title", "description"],
    ["$startPoweredOn", "range", "OFF/ON", "Hybrid System", 0, 0, 1, "Start Powered On", "Set to 0 to start the vehicle powered off, or set to 1 to start it powered on", {"stepDis":1.0}],
    ],
    "slotType": "etk_transmission",
    "slots": [
    ["type", "default", "description"],
    ["etk_traction_battery", "etk800_hybrid_battery", "Traction Battery", {"coreSlot":true}],
    ],
    "controller": [
    ["fileName"],
    ["arcanox/versionCheck", { "name": "arcanoxVersionCheck" }],
    ["arcanox/hybrid/hybridPowertrain", { "name": "hybridPowertrain" }],
    ["arcanox/dynamicBrakeLights", { "name": "dynamicBrakeLights" }],
    ],
    "powertrain": [
    ["type", "name", "inputName", "inputIndex"],
    ["ecvtGearbox", "gearbox", "mainEngine", 1],
    ],
    "arcanoxVersionCheck": {
    "arcanoxCore": {
    "modulePath": "extensions/arcanox/arcanoxCore",
    "minVersion": "5.0.0",
    "displayName": "Arcanox Core",
    "resourceId": "arcanox-core.6060",
    },
    },
    "tractionControl": {
    "tractionControlledMotors": ["gearbox", "rearMotor"],
    },
    "hybridPowertrain": {
    // "enableDebug": true, // FOR TESTING
    // "enableSynergyDebug": true, // FOR TESTING
    // "throttleDebug": true, // FOR TESTING
    // "engineStarterPidDebug": true, // FOR TESTING
    // "enableAutoStop": false, // FOR TESTING
    // "vehicleStartupEngineDelay": 0, // FOR TESTING
    // "vehicleStartupEngineRuntime": 1, // FOR TESTING
    // "engineMinRunTime": 1, // FOR TESTING
    "startPoweredOff": "$=$startPoweredOn==0",
    "engineMinIdleRpm": 1100,
    "engineMaxRpm": 4500,
    "maxLaunchControlRpm": 3000,
    "maxRegenTorque": 730,
    "engineStartupMaxRpm": 1100,
    "engineStartupRpmThreshold": 200,
    "engineStarterTorque": 50,
    "engineSpooldownTorque": 40,
    "maxChargePowerParked": 10,
    "chargeupMinPower": 10,
    "chargeModePower": 20,
    "kwGaugeRegenPower": 60,
    "idealEngineLoad": 0.98,
    "engineLoadRpmToleranceOut": 400,
    "engineLoadRpmToleranceIn": 300,
    "engineLoadBiasCoefOut": 0.6,
    "engineLoadBiasCoefIn": 0.9,
    "engineEngagementChargePowerThreshold": 20,
    "throttlePidScale": 250,
    "throttlePidMaxError": 250,
    "throttlePidPFactorOut": 0.6,
    "throttlePidPFactorIn": 0.15,
    "throttlePidIFactorOut": 1.5,
    "throttlePidIFactorIn": 1.5,
    "throttlePidDFactor": 0.02,
    "throttleDeltaSmoother": "temporalNonLinear",
    "engineThrottleFeedforwardCoefOut": "$=1/2000",
    "engineThrottleFeedforwardCoefIn": "$=1/1000",
    "targetEngineRpmSmoothing": 5,
    "useEngineTorqueCurve": true,
    "maxEvOnlySecondaryPower": 15,
    "minRpmVsThrottle": [
    ["throttle", "minRpm"],
    [25, 750],
    [100, 4500],
    ],
    "maxEvOnlyPriorityPowerSpeed": [
    ["speed", "power"],
    [0, 25],
    [25, 15],
    ],
    "maxChargePowerVsSpeed": [
    ["speed", "maxChargePower"],
    [0, 10],
    [40, 20],
    ],
    "chargePowerCoefVsBatteryLevel": [
    ["batteryLevel", "chargePowerCoef"],
    [25, 1],
    [45, 0.35],
    [50, 0],
    ],
    "maxEngineAssistPriorityPowerSpeed": [
    ["speed", "power"],
    [10, 5],
    [25, 25],
    ],
    "maxEngineAssistSecondaryPowerSpeed": [
    ["speed", "power"],
    [0, 70],
    [10, 70],
    ],
    "maxPriorityPowerBatteryLevel": [
    ["batteryLevel", "power"],
    [20, 0],
    [30, 30],
    [50, 30],
    [75, 40],
    ],
    "maxSecondaryPowerBatteryLevel": [
    ["batteryLevel", "power"],
    [5, 0],
    [20, 70],
    ],
    "maxRearTorqueSplitVsSpeed": [
    ["speed", "torqueSplit"],
    [0, 0.6],
    [200, 0.6],
    ],
    "inverterMaxVolumeKw": 45,
    "interiorStartupSampleName": "file:>vehicles>hybrid_common>sounds>hybrid_startup_inside.ogg",
    "interiorStartupSoundBaseVolume": 0.5,
    "interiorSoundNode:": ["int1"],
    },
    "gearbox": {
    // "enableDebug": true, // FOR TESTING
    "uiName": "Gearbox",
    "additionalEngineInertia": 0.1,
    "clutchStiffness": 1.0,
    "clutchLockSpring": 10000,
    "clutchLockDampRatio": 0.15,
    "parkLockTorque": 20000,
    "parkLockSpring": 80000,
    "parkLockFreePlay": 0.05,
    "parkLockDampRatio": 0.15,
    "friction": 2,
    "dynamicFriction": 0.001,
    "gearboxNode:": ["tra1"],
    "mg1PowerRating": 80,
    "mg1TorqueRating": 240,
    "mg2PowerRating": 130,
    "mg2TorqueRating": 280,
    },
    "rearMotor": {
    "torqueRating": 600,
    "powerRating": 120,
    },
    "vehicleController": {
    "automaticModes":"PRNDL",
    "defaultAutomaticMode": "P",
    },
    "mainEngine": {
    "idleRPMStartCoef": 0.0, // prevent rev-up after start
    "electricsThrottleName": "iceThrottle"
    },
    "soundConfig": {
    "maxLoadMix": 0.6,
    "minLoadMix": 0.2,
    },
    "flexbodies": [
    ["mesh", "[group]:", "nonFlexMaterials"],
    ["etk_transmission", ["etk_engine","etk_transmission"], [], {"pos":{"x":0,"y":0,"z":0}}],
    ],
    "nodes": [
    ["id", "posX", "posY", "posZ"],
    //--8 Speed Auto--
    {"selfCollision":false},
    {"collision":true},
    {"nodeMaterial":"|NM_METAL"},
    {"frictionCoef":0.5},
    {"group":"etk_transmission"},
    {"nodeWeight":42},
    ["tra1", 0.0, -0.36, 0.33],
    {"group":""},
    ],
    "beams": [
    ["id1:", "id2:"],
    //--TRANSMISSION CONE--
    {"beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
    {"beamSpring":15001000,"beamDamp":500},
    {"beamDeform":250000,"beamStrength":"FLT_MAX"},
    ["tra1","e1r"],
    ["tra1","e1l"],
    ["tra1","e3r"],
    ["tra1","e3l"],
    {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
    ],
    },
    Basically I put everything related to the rear motor from the Performance eCVT on the Sport eCVT, so it still makes just around 160 whp on electric power, and on more slippery grounds (dirt, gravel and others) the car comes really tail happy.
     
  17. Señor Krill

    Señor Krill
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    Joined:
    Dec 25, 2014
    Messages:
    67
    Hey, I dont know if it was said already. But will be nice if it can be paired with a manual transmission or a dct/8speed and not a cvt :)
     
  18. Xupaun

    Xupaun
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    Joined:
    Aug 18, 2020
    Messages:
    762
    I'm studying to make a electric transfercase (either AWD or RWD) for any transmission (probably just automatics, so I can use the R and D part to control the direction of movement (mainly because I don't love the idea of making the electric power travel through a automatic transmission). But something like a electric "torque converter" or a electric motor between the ICE and the transmission is probably easier to make.
    --- Post updated ---

    But I'm not promissing anything. Specially because I'm starting to like this system (mainly thanks to the Sportier eCVT and the lower final drive ratios I am using) for exploration.
     
    • Like Like x 1
  19. Arcanox

    Arcanox
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    Joined:
    Aug 22, 2018
    Messages:
    290
    It'd require a 100% redesign of the hybrid system right now; it's not meant to work with anything except for the eCVT gearbox it ships with (which is not the same thing as a CVT; they're very different). Once I have the time to make the system more modular, people who are comfortable playing around with Lua code could probably come up with a "mild hybrid" system that would work with an automatic/DCT gearbox, but I don't have any plans to make one right now.
    --- Post updated ---
    By "shifter", do you mean the actual visual shifter part in the car's interior? I know that used to work fine with the "automatic transmission" one, but I haven't paid very close attention to it recently. I typically can't see it with the camera angle/FOV I use. Something in a recent game update may have changed the way it interacts.
     
  20. Xupaun

    Xupaun
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    Joined:
    Aug 18, 2020
    Messages:
    762
    Yes, exactly. For me, the automatic "shifter" goes from park to almost drive when you go from P to R, and than on N it reaches the dead end on the Sport position. This game consider every possible mode a position on the shifter, so, if you don't set limits, the 8 speed automatic has 13 positions for the shifter (P, R, N ,D, S, M1, M2, M3, M4, M5, M6, M7 and M8). Since the eCVT has only 5 positions (P, R, N D and L), the shifter gets "confused". I actualy made a eCVT shifter so you can compare it:
     

    Attached Files:

    #400 Xupaun, Nov 24, 2021
    Last edited: Nov 24, 2021
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