For me it's still not working even in realistic ... don't know what to do I am using it on a new laptop so fresh install and everything....
I'm going to build a rally vehicle with this drivetrain. How can I adjust the regen-off threshold when the wheels are slipping? Or simply disable said function to make the regen always active during braking? EDIT: I was originally trying to make an SBR4 Hybrid. However, according to hybridPowertrain.lua in the Arcanox Core, only FWD + Rear Motor is supported, as the file has "updateRearMotor" and "maxRearTorqueSplitVsSpeed" but has no "updateFrontMotor" or "maxFrontTorqueSplitVsSpeed". I discovered a workaround. Simply rename the front motor as "rearMotor" and connect the front differential to said "rearMotor"
The "front motor" is supposed to be the eCVT, which includes two electric motors and the connection to the engine. That's why there is no "updateFrontMotor"; it's all handled inside the eCVT simulation code. The "maxRearTorqueSplit" is the maximum percentage of torque that can be sent to the rear motor; the front motor would just be "100% - maxRearTorqueSplit", i.e. the remainder. If you want to disable the regen cut-off when the wheels are slipping, you could set the "maxWheelSlipCoefForRegen" jBeam parameter to 1.0, which will prevent the threshold from ever being reached. Note, however, that it's impossible to do that in real life...regenerative brakes physically don't work during a skid. Disabling that part of the simulation technically makes it less realistic, and I haven't done any testing of the regenerative braking code with that part disabled...
Thanks for your reply. I already figured it out. Simply use "updateRearMotor" as non-eCVT driven motor whether it's in front or rear.
Every time I use the long range battery the engine dies and it says propulsion failed, I can restart the engine and it will work for a little before dying again. Is there any solution to this?
It looks good, but like you said earlier, you were going to update it for future versions. Also, I'm missing the EV Mode/Charge Mode controls in my version (0.25), so could you update that soon?
I've observed that when the car is creeping forward (by letting off the brake in D gear) the battery is slowly draining even when the ICE is on and usable SOC is 0? It will keep draining until the raw SOC level is empty. Won't a real car start charging the battery more aggressively in this situation?
Hello. I was enjoying this mod. but, noticed that you have the main vehicle traction control for FWD and AWD. but there is no transfer case to choose to make it RWD or AWD. it's just stuck in FWD. now idk if this was intentional... but, Can you try and see if you can add the transfer case into the transmission / eCVT so I can have more Drive Wheel options? BTW: Love the mod. and Keep the great work going.
Not sure if I found a possible glich? It's in the line 50 in engineutil.lua in the arcanox_core mod where the bestLoad k in best efficiency load calculation should be divided by 100 otherwise the calculated idealEngineLoad is always 1. Not sure if it is because of one of the beamng update which changed the calculation of the invBurnEfficiencyTable, but it seems that the index of this table has a range from 0-100. Can't find the discussion thread of the Arcanox Core mod so I post it here.
yeah its great but the shitty ECVT and engine can only power front. as good as a CVT technicly is. Just removes the fun out of a car.
I tried. I did not see any of that. The only thing I saw was the battery in the Transmission Submenu...
no ecvt is always FWD --- Post updated --- My prefered way would be RWD with the front being powerd by batterys in the rear. Its stupid but fun