I'd like to point out that I've also yet to notice the fuel indicator in tacho2 to change. I've driven a car (without resetting) around JRI multiple times, and it stayed at the very top. I'm not sure if the tacho2 app is even supposed to be accurate/work at all, so if there's a more precise way to observe fuel changes I'd be happy to try.
@estama What is the formula used in the game to work out Fuel Economy, I mean is there one and if its coded in how does it work if we know more about how the economy system works then we could have a chance at making cars insanely fuel efficient?
This isnt really an accurate measurement. Or at least, it was coded wrong. Higher RPMS should mean more gas consumption. On the Bruckwell Moonhawk, It gets the same MPG as a 1977 Buick Riviera going at a constant 55 mph. At that speed the RPM is at 1500, which is also inaccurate since the weight would require more energy from the engine. Full throttle on the MoonHawk gets 20 mpg and even then it drops back to 15mpg. I tried this on other cars too and they got insanely more fuel efficiency. I even tried going app-less and drove around for an hour with the D-series with only a quarter of the gas gone. Im just saying there needs to be an app or even redo the codding so that the fuel consumption is more accurate.
Off-Topic Lol, if there wasn't one than I guess there'd just be a couple of monkeys doing approximated math in cages on some off shore island. If there wasn't a formula you wouldn't have any calculations.
Here is the tacho2 gauge working. Goes from full, mid, fuel light then to empty. Notice the engine died. as for the Moonhawk, mine gets 16mpg at 55mph and stays at 2000rpm.
I was wondering about it I mean if there was some formula for it and I give you credit for the monkeys now thats funny! OFF TOPIC Good one man!!
did he not just explain it... Change burn efficiency, done. Along with reducing weight and drag as usual
If I'm not mistaken, that's the Sunburst, right? How long did that take, I'd like to see if mine behaves the same. If it's not working, a proper bug report seems in order, but I'd like to make sure mine is really broken first.
Is there some chance you're reading liters/100km and mistaking it for mpg? The higher the number, the higher the consumption (the inverse of mpg). 100 liters per 100 km is astronomically high fuel consumption. EDIT: I just tested the fuel consumption app and it looks like the mpg readout is off by a factor of 100. So 40 mpg reads as 4000 mpg. I've fixed this, though I'm not sure if this is the same problem you're running into.
I think I'll try this for the moonhawk. Make it heavier and less aerodynamic No, im reading the engine debug where it says fuel consumption.
Alright, it works fine, although it takes a lot of driving before the fuel indicator goes noticeably down. Edit: by which I mean the color scheme makes it hard to see, not that the fuel consumption is unrealistic.
This was a 1995 Toyota T100 Automatic with the 2.7L 3RZ-FE I4. I lowered the fuel in the tank to 0.1 liters. It took about 1.5 mins. I took the picture to prove the gauge does function. I didn't know about the low fuel light. I never got that low before the test.
@speednsnake Please excuse the rarity of my posts. Due to the nature of the complex simulation subject, i have to do research (in the code) to refresh my memory and make sure that the answer will be sufficiently informed. For example in my previous answer, i had to actually go and look at the code to see that it indeed uses torque and RPM for engine work calculations. I also did tests to see that it indeed consumed fuel when not moving. About the engine braking. To guard users (and simulation) against instabilities, the clutch of the cars has a safeguard. Due to the enormous torque that goes back and forth between engine and wheels, if i allowed the full forces to "pass" without a safeguard the whole thing would blow up easily if you went to 1st gear at speed. So the simulated clutch limits, in both directions, the max torque that can pass through it. This means that when you hit this "max torque" limit it doesn't matter if you are in 1st, 2nd, ..., gear braking the engine, the passed torque will be the same max torque. Another way to think about this max-torque limit is that when the clutch hits it, it starts to "slip".
Will this guard be removed sometime to achieve increased realism? Personally I think there should be realistic consequences for handling the car wrong, just as in real life.